Traditional Chinese medicine psychological balance growth game system

The TCM-based psychological balance growth game system, which integrates TCM theory with gamification, solves the problem of negative psychological effects of existing games on children and adolescents. It achieves personalized psychological growth intervention and healthy growth, adapting to the growth needs of different age groups.

CN121868877APending Publication Date: 2026-04-17李应兵
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Patent Information

Application Number
CN202511946465.0
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-12-23
Publication Date
2026-04-17

AI Technical Summary

Technical Problem

The lack of scientific guidance in existing games has led to problems such as shifting attention in learning, disrupted sleep rhythms, and loss of willingness to engage in outdoor activities among children and adolescents. Furthermore, some adults have formed a vicious cycle of using games to escape real-world pressures.

Method used

Design a game system for psychological balance and growth based on Traditional Chinese Medicine (TCM), including a character generation module, a level management module, an interactive feedback module, a data visualization module, and a cross-group adaptation module. By integrating TCM theory with gamification, it provides personalized psychological growth intervention, sets up a triple reward mechanism of material, ability, and emotion, and combines it with a punishment mechanism to adapt to the needs of different age groups and cultural groups.

Benefits of technology

It achieves the goal of promoting players' mental health and growth through games, enhancing their learning ability, emotional management and social skills, providing professional guidance and cultural dissemination, adapting to the developmental needs of different age groups, preventing addiction, and promoting user growth and emotional safety.

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Abstract

The invention discloses a traditional Chinese medicine psychological balance growth game system which comprises a role generation module, a level management module, an interactive feedback module, a data visualization module and a cross-group adaptation module. The role generation module is used for generating an initial role with one of five attributes; the level management module is used for providing levels and tasks matched with the age group of the user; the interactive feedback module is used for responding to a user breakthrough operation, triggering the reward mechanism sub-module if a task is completed, and judging whether to trigger the punishment mechanism sub-module and breakthrough is carried out again if the task fails; the data visualization module is used for presenting a psychological growth track of the user in a multi-dimensional visualization form and generating a growth report; and the cross-group adaptation module is used for realizing self-adaptive adjustment of game contents and interaction modes through parameterized configuration for groups with different ages, culture and physiological characteristics. The method gives consideration to requirements of user growth, professional guidance and cultural transmission, and can be widely applied to families, schools and psychological service institutions.
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Description

Technical Field

[0001] This invention relates to the field of mental health and education technology, and more specifically to a traditional Chinese medicine-based psychological balance growth game system. Background Technology

[0002] Currently, the gaming industry is booming, with all sorts of games entering our lives and becoming an essential form of entertainment for many. However, games are a double-edged sword. They can be a "seasoning," helping people relax and forget temporary difficulties and pressures after a stressful day of study or work. At the same time, the sense of accomplishment and virtual world experience in games can provide a sense of belonging, fulfilling desires unattainable in real life. On the other hand, they can also lead to addiction, affecting studies and work. Through scientific guidance, games can provide relaxation and enjoyment while effectively preventing addiction.

[0003] However, most existing games lack scientific guidance and are prone to having multi-dimensional negative impacts on users. Moreover, the problems are showing a trend of affecting younger people and becoming more persistent. Through the triple mechanism of instant rewards, uncertain returns, and social rankings, they precisely exploit the psychological weakness of humans who seek instant gratification, leading to problems such as shifting attention in learning, disrupted sleep rhythms, and loss of willingness to engage in outdoor activities in children and adolescents. Some adults even form a vicious cycle of using games to escape the pressures of reality.

[0004] Therefore, how to set up effective guidance measures to promote the healthy psychological development of players through games is a problem that urgently needs to be solved by those skilled in the art. Summary of the Invention

[0005] In view of the above problems, the present invention provides a Traditional Chinese Medicine psychological balance growth game system that overcomes or at least partially solves the above problems;

[0006] To achieve the above objectives, the present invention adopts the following technical solution: This invention provides a Traditional Chinese Medicine (TCM) psychological balance growth game system, specifically including: a character generation module, a level management module, an interactive feedback module, a data visualization module, and a cross-group adaptation module; The character generation module is used to generate an initial character with one of five attributes, namely metal, wood, fire, water, and earth. The level management module is used to provide levels and tasks that match the user's age group; The interactive feedback module is used to respond to the user's challenge operation. If the task is completed, the reward mechanism submodule is triggered. If the task is failed, it is determined whether to trigger the penalty mechanism submodule and then try the challenge again. The data visualization module is used to present the user's psychological growth trajectory in a multi-dimensional visualization form and generate a growth report. The cross-group adaptation module is used to adaptively adjust game content and interaction methods for groups of different ages, cultures, and physiological characteristics through parameterized configuration.

[0007] Furthermore, the character generation module includes an evaluation submodule and a generation submodule; The assessment submodule is used to provide users with psychological assessment questionnaires; the questionnaire content covers exploration willingness, social initiative, responsibility, frustration tolerance, and emotional stability; the questionnaire determines the user's initial attribute tendencies; The generation submodule is used to integrate the psychological assessment results of the evaluation submodule with the information input by the user and generate an initial character with attributes.

[0008] Furthermore, the checkpoint management module includes childhood checkpoint sub-modules, adolescence checkpoint sub-modules, and youth checkpoint sub-modules. Each sub-module matches the target scenario, obstacle type, and core competency goals with real-world growth scenarios. The target scenarios set for the childhood challenge sub-module are home and kindergarten, and the types of obstacles include cognitive impairment and social impairment. The core competency goals are the cultivation of basic self-awareness and empathy. The target scenarios set for the adolescent challenge sub-module are classrooms and playgrounds, and the types of obstacles include cooperation obstacles and rule adaptation obstacles. The core competency objectives are learning planning and conflict resolution skills improvement. The target scenarios set for the youth stage sub-module are the workplace and family, and the types of obstacles include workplace collaboration obstacles and family responsibility obstacles. The core competency goals are to enhance professional qualities and family collaboration and communication skills.

[0009] Furthermore, the childhood, adolescence, and youth challenge sub-modules are configured with difficulty adaptation algorithms; If a user's success rate in completing a level is higher than the first threshold, the difficulty of the obstacle will be increased; if the success rate is lower than the second threshold, the difficulty will be reduced; if a user's age increases but their ability does not meet the requirements, they must first complete the basic completion level before they can enter the level for their current age.

[0010] Furthermore, the interactive feedback module includes a reward mechanism sub-module; The reward mechanism submodule includes material rewards, ability rewards, and emotional rewards; The material rewards are virtual items that are matched with the user's age group; The ability rewards are skills corresponding to the attributes, which are used in subsequent levels; The emotional rewards are interactive animations with partners and growth milestone certificates.

[0011] Furthermore, the data visualization module includes a growth profile submodule, a traditional Chinese medicine element visualization submodule, and a report generation submodule; The growth record submodule is used to display the change curves of core TCM psychological indicators in the form of a timeline. The TCM element visualization submodule is used to realize the dynamic display of meridian diagrams and the interaction of attribute wheel; The report generation submodule is used to generate a TCM psychological growth report that includes psychological change analysis and development plan.

[0012] Furthermore, the cross-group adaptation module includes a parameterized configuration submodule and an adaptive adjustment submodule; The parameterized configuration submodule is used to set initial game parameters based on user characteristics; The adaptive adjustment submodule is used to dynamically adjust the level difficulty and feedback mechanism based on user behavior data during the game.

[0013] Furthermore, it also includes a multi-role collaboration module; The multi-role collaboration module includes a role invitation sub-module, a division of labor and collaboration sub-module, and a reward sub-module; The role invitation submodule is used to invite partners or mentors to join the collaboration; The division of labor and collaboration submodule is used to assign tasks according to the attributes of the collaborating roles; The reward submodule is used to provide TCM theoretical knowledge points and collaborative emotional rewards after completing collaborative tasks.

[0014] Furthermore, the interactive feedback module also includes a penalty mechanism submodule; The punishment mechanism submodule includes: If the same type of level is abandoned N times in a row, level backtracking is triggered, and an avoidance reason analysis report is generated, and low-pressure training levels are recommended. If the number of times you ask for help in a single level is greater than M, or if you rely on asking for help to pass M consecutive levels, an additional task will be triggered. You can only continue to the current level after completing the additional task, and the system will generate suggestions for improving your self-ability. If a user triggers a resistant behavior in a trauma simulation level, the system will automatically pause the level and enter the emotional guidance module. The user will need to complete the basic trauma coping level before they can challenge the original level again.

[0015] As can be seen from the above technical solution, compared with the prior art, the present invention discloses a Traditional Chinese Medicine psychological balance growth game system, which has the following beneficial effects: The core of this game-based system lies in integrating Traditional Chinese Medicine (TCM) theory into a gamified medium to achieve personalized psychological growth intervention. It generates corresponding unique characters based on user characteristics, matches real-world scenarios with age-appropriate levels, and uses a dynamic difficulty algorithm to adapt to varying abilities. In terms of interaction, a triple reward system—material, skill-based, and emotional—enhances motivation, while the punishment mechanism primarily serves as guidance to ensure emotional safety. The data visualization module presents growth trajectories using timeline curves and meridian diagrams, generating actionable development plans. The cross-group adaptation module, through parameter configuration and dynamic adjustment, covers groups of different ages, cultures, and special physiological characteristics. The multi-role collaboration module cultivates social skills based on five attributes, simultaneously disseminating TCM knowledge. The system addresses user growth, professional guidance, and cultural dissemination needs, and can be widely applied in families, schools, and psychological service institutions. Attached Figure Description

[0016] To more clearly illustrate the technical solutions in the embodiments of the present invention or the prior art, the drawings used in the description of the embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are only embodiments of the present invention. For those skilled in the art, other drawings can be obtained based on the provided drawings without creative effort.

[0017] Figure 1 This is a structural diagram of the psychological balance growth game system provided in an embodiment of the present invention. Detailed Implementation

[0018] The technical solutions of the embodiments of the present invention will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of the present invention, and not all embodiments. Based on the embodiments of the present invention, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of the present invention.

[0019] This invention discloses a Traditional Chinese Medicine (TCM) psychological balance growth game system. The core value of this system lies in integrating TCM theory with a gamified medium to achieve personalized psychological growth intervention, taking into account the needs of user growth, professional guidance and cultural dissemination. It can be widely used in families, schools and psychological service institutions.

[0020] In this embodiment, as Figure 1 As shown, the TCM psychological balance growth game system includes a character generation module, a level management module, an interactive feedback module, a data visualization module, and a cross-group adaptation module. In one embodiment, the character generation module is used to generate an initial character with one of five attributes, namely metal, wood, fire, water, and earth; the character generation module includes an evaluation submodule and a generation submodule. The assessment submodule is used to provide users with psychological assessment questionnaires; the questionnaire content covers exploration willingness, social initiative, responsibility, frustration tolerance, and emotional stability, and determines the user's initial attribute tendencies through the questionnaire; The generation submodule is used to integrate the psychological assessment results of the evaluation submodule with the information input by the user and generate an initial character with attributes.

[0021] In one exemplary embodiment, five attributes from traditional Chinese medicine theory are combined with character attributes in a game system; Metal element: Core abilities are resilience and awareness of rules; physical characteristics include white and gold clothing and metallic or armor-like decorations; growth focuses on coping with setbacks and adhering to rules. Wood attribute: Core abilities are exploration and learning; Appearance features include green clothing and decorations in the shape of saplings and green leaves; Growth focuses on cultivating curiosity and absorbing knowledge. Water attribute: Core abilities are adaptability and emotional regulation; physical characteristics include black and blue clothing and water droplet and wave-shaped decorations; growth focuses on environmental adaptation and emotional management. Fire attribute: Core abilities are social skills and enthusiasm; physical characteristics include red clothing and flame and sun-shaped decorations; growth focuses on interpersonal interaction and expression skills. Earth Attribute: Core abilities are a sense of responsibility and stability. Appearance features include yellow clothing and decorations featuring the earth and hills. Growth focuses on task execution and taking responsibility.

[0022] Users can use the TCM psychological assessment questionnaire provided by the assessment submodule. The questionnaire covers five dimensions: "exploration willingness (wood attribute association), social initiative (fire attribute association), responsibility (earth attribute association), frustration tolerance (metal attribute association), and emotional stability (water attribute association)". Each dimension has 5-8 scenario questions. The user's initial attribute tendency is determined by answering the questions.

[0023] The level management module is used to provide levels and tasks that match the user's age group; The level management module includes sub-modules for childhood, adolescence, and youth. Each sub-module matches the target scenario, obstacle type, and core competency objectives with real-world growth scenarios. The childhood stage sub-module is set in the family and kindergarten scenarios, and the types of obstacles include cognitive impairment and social impairment. The core competency goal is to cultivate basic self-awareness and empathy. The target scenarios for the adolescent stage sub-module are classrooms and playgrounds, and the types of obstacles include cooperation obstacles and rule adaptation obstacles. The core competency objectives are learning planning and conflict resolution skills. The target scenarios for the Adolescent Stage Challenges sub-module are the workplace and family, and the types of obstacles include workplace collaboration obstacles and family responsibility obstacles. The core competency goals are to enhance professional qualities and family collaboration and communication skills.

[0024] The childhood, adolescence, and youth level sub-modules are equipped with difficulty adaptation algorithms; If a user's success rate in completing a level is higher than the first threshold, the difficulty of the obstacle will be increased; if the success rate is lower than the second threshold, the difficulty will be reduced; if a user's age increases but their ability does not meet the requirements, they must first complete the basic completion level before they can enter the level for their current age.

[0025] In one exemplary embodiment, the childhood, adolescence, and youth checkpoint sub-modules set in the checkpoint management module are divided according to age; The childhood challenges are set as follows: the uterus challenge, the 1-2 year old challenge, the 2-3 year old challenge, the 3-4 year old challenge, the 4-5 year old challenge, the 5-6 year old challenge, and the 6-7 year old challenge. The age-related milestones for adolescence are set as follows: 7-9 years old, 9-11 years old, 11-13 years old, 13-15 years old, and 15-17 years old. The age-related milestones for adolescence are set as follows: 17-19 years old, 19-21 years old, 21-23 years old, and 23-25 ​​years old.

[0026] Users can set their age when creating an initial character and choose to play levels corresponding to their age, or they can choose levels before their age.

[0027] The interactive feedback module is used to respond to the user's actions in completing the challenge. If the task is completed, the reward mechanism sub-module is triggered. If the task is failed, it is determined whether to trigger the penalty mechanism sub-module and the user has to try again. The interactive feedback module includes a reward mechanism submodule and a punishment mechanism submodule; The reward mechanism submodule includes material rewards, ability rewards, and emotional rewards; Material rewards are virtual items that match the user's age group; virtual toys such as building blocks and picture books for childhood; virtual school supplies such as school bags and stationery for adolescence; and virtual professional equipment such as office supplies and household items for young adulthood.

[0028] The ability reward is a skill of the corresponding attribute, which is used in subsequent levels; Emotional rewards include interactive animations with partners and certificates for growth milestones.

[0029] The punishment mechanism submodule includes: If the same type of level is abandoned N times in a row, level backtracking is triggered, and an avoidance reason analysis report is generated, and low-pressure training levels are recommended. If the number of times you ask for help in a single level is greater than M, or if you rely on asking for help to pass M consecutive levels, an additional task will be triggered. You can only continue to the current level after completing the additional task, and the system will generate suggestions for improving your self-ability. If a user triggers a resistant behavior in a trauma simulation level, the system will automatically pause the level and enter the emotional guidance module. The user will need to complete the basic trauma coping level before they can challenge the original level again.

[0030] In one exemplary embodiment, 1. If a user abandons a social challenge three times in a row, the challenge is reverted to the previous difficulty level. At the same time, an avoidance reason analysis report is generated, which is summarized as "fear of rejection". A low-stress training challenge: a simple one-on-one social challenge is recommended.

[0031] 2. If a user asks for help 3 times in a single level, an additional task will be triggered: Basic Skills Review Level. The user can only continue to the current level after completing the additional task. The system will also generate a suggestion to improve self-ability: Next time, try to analyze the problem on your own before deciding whether to ask for help.

[0032] The data visualization module is used to present the user's psychological growth trajectory in a multi-dimensional visualization format and generate growth reports; The data visualization module includes a growth profile submodule, a traditional Chinese medicine element visualization submodule, and a report generation submodule; The growth profile submodule is used to display the change curves of core TCM psychological indicators in the form of a timeline; The Traditional Chinese Medicine element visualization submodule is used to realize the dynamic display of meridian diagrams and the interaction of attribute wheel; The report generation submodule is used to generate TCM psychological growth reports that include psychological change analysis and development plans.

[0033] The cross-group adaptation module is used to adaptively adjust game content and interaction methods for groups of different ages, cultures, and physiological characteristics through parameterized configuration.

[0034] The cross-group adaptation module includes a parameterized configuration submodule and an adaptive adjustment submodule; The parameterized configuration submodule is used to set initial game parameters based on user characteristics; The adaptive adjustment submodule is used to dynamically adjust the level difficulty and feedback mechanism based on user behavior data during gameplay.

[0035] Meanwhile, the TCM psychological balance growth game system also includes a multi-role collaboration module; The multi-role collaboration module includes a role invitation submodule, a division of labor and collaboration submodule, and a reward submodule; The Role Invitation submodule is used to invite partners or mentors to join the collaboration. The division of labor and collaboration submodule is used to assign tasks based on the attributes of the collaborating roles; The reward submodule is used to reward users with TCM theoretical knowledge points and collaborative emotional rewards after completing collaborative tasks.

[0036] The system constructed by this invention takes into account the needs of user growth, professional guidance and cultural dissemination, and can be widely used in families, schools and psychological service institutions.

[0037] The various embodiments in this specification are described in a progressive manner, with each embodiment focusing on its differences from other embodiments. Similar or identical parts between embodiments can be referred to interchangeably. For the apparatus disclosed in the embodiments, since it corresponds to the method disclosed in the embodiments, the description is relatively simple; relevant parts can be referred to the method section.

[0038] The above description of the disclosed embodiments enables those skilled in the art to make or use the invention. Various modifications to these embodiments will be readily apparent to those skilled in the art, and the general principles defined herein may be implemented in other embodiments without departing from the spirit or scope of the invention. Therefore, the invention is not to be limited to the embodiments shown herein, but is to be accorded the widest scope consistent with the principles and novel features disclosed herein.

Claims

1. A Traditional Chinese Medicine-based psychological balance and growth game system, characterized in that, include: The module includes a character generation module, a level management module, an interactive feedback module, a data visualization module, and a cross-group adaptation module. The character generation module is used to generate an initial character with one of five attributes, namely metal, wood, fire, water, and earth. The level management module is used to provide levels and tasks that match the user's age group; The interactive feedback module is used to respond to the user's challenge operation. If the task is completed, the reward mechanism submodule is triggered. If the task is failed, it is determined whether to trigger the penalty mechanism submodule and then try the challenge again. The data visualization module is used to present the user's psychological growth trajectory in a multi-dimensional visualization form and generate a growth report. The cross-group adaptation module is used to adaptively adjust game content and interaction methods for groups of different ages, cultures, and physiological characteristics through parameterized configuration.

2. The Traditional Chinese Medicine Psychological Balance Growth Game System as described in claim 1, characterized in that, The character generation module includes an evaluation submodule and a generation submodule; The assessment submodule is used to provide users with psychological assessment questionnaires; the questionnaire content covers exploration willingness, social initiative, responsibility, frustration tolerance, and emotional stability, and determines the user's initial attribute tendencies through the questionnaire; The generation submodule is used to integrate the psychological assessment results of the evaluation submodule with the information input by the user and generate an initial character with attributes.

3. The Traditional Chinese Medicine Psychological Balance Growth Game System as described in claim 1, characterized in that, The checkpoint management module includes a childhood checkpoint sub-module, an adolescence checkpoint sub-module, and a youth checkpoint sub-module. Each sub-module matches the target scenario, obstacle type, and core competency target with the real growth scenario. The target scenarios set for the childhood challenge sub-module are home and kindergarten, and the types of obstacles include cognitive impairment and social impairment. The core competency goals are the cultivation of basic self-awareness and empathy. The target scenarios set for the adolescent challenge sub-module are classrooms and playgrounds, and the types of obstacles include cooperation obstacles and rule adaptation obstacles. The core competency objectives are learning planning and conflict resolution skills improvement. The target scenarios set for the youth stage sub-module are the workplace and family, and the types of obstacles include workplace collaboration obstacles and family responsibility obstacles. The core competency goals are to enhance professional qualities and family collaboration and communication skills.

4. The Traditional Chinese Medicine Psychological Balance Growth Game System as described in claim 3, characterized in that, The childhood, adolescence, and youth challenge modules are equipped with difficulty adaptation algorithms. If a user's success rate in completing a level is higher than the first threshold, the difficulty of the obstacle will be increased; if the success rate is lower than the second threshold, the difficulty will be reduced; if a user's age increases but their ability does not meet the requirements, they must first complete the basic completion level before they can enter the level for their current age.

5. The Traditional Chinese Medicine Psychological Balance Growth Game System as described in claim 1, characterized in that, The interactive feedback module includes a reward mechanism sub-module; The reward mechanism submodule includes material rewards, ability rewards, and emotional rewards; The material rewards are virtual items that are matched with the user's age group; The ability rewards are skills corresponding to the attributes, which are used in subsequent levels; The emotional rewards are interactive animations with partners and growth milestone certificates.

6. The Traditional Chinese Medicine Psychological Balance Growth Game System as described in claim 1, characterized in that, The data visualization module includes a growth record sub-module, a traditional Chinese medicine element visualization sub-module, and a report generation sub-module; The growth record submodule is used to display the change curves of core TCM psychological indicators in the form of a timeline. The TCM element visualization submodule is used to realize the dynamic display of meridian diagrams and the interaction of attribute wheel; The report generation submodule is used to generate a TCM psychological growth report that includes psychological change analysis and development plan.

7. The Traditional Chinese Medicine Psychological Balance Growth Game System as described in claim 1, characterized in that, The cross-group adaptation module includes a parameterized configuration submodule and an adaptive adjustment submodule; The parameterized configuration submodule is used to set initial game parameters based on user characteristics; The adaptive adjustment submodule is used to dynamically adjust the level difficulty and feedback mechanism based on user behavior data during the game.

8. The Traditional Chinese Medicine Psychological Balance Growth Game System as described in claim 1, characterized in that, It also includes a multi-role collaboration module; The multi-role collaboration module includes a role invitation sub-module, a division of labor and collaboration sub-module, and a reward sub-module; The role invitation submodule is used to invite partners or mentors to join the collaboration; The division of labor and collaboration submodule is used to assign tasks according to the attributes of the collaborating roles; The reward submodule is used to provide TCM theoretical knowledge points and collaborative emotional rewards after completing collaborative tasks.

9. The Traditional Chinese Medicine Psychological Balance Growth Game System as described in claim 1, characterized in that, The interactive feedback module also includes a penalty mechanism submodule; The punishment mechanism submodule includes: If the same type of level is abandoned N times in a row, level backtracking is triggered, and an avoidance reason analysis report is generated, and low-pressure training levels are recommended. If the number of times you ask for help in a single level is greater than M, or if you rely on asking for help to pass M consecutive levels, an additional task will be triggered. You can only continue to the current level after completing the additional task, and the system will generate suggestions for improving your self-ability. If a user triggers a resistant behavior in a trauma simulation level, the system will automatically pause the level and enter the emotional guidance module. The user will need to complete the basic trauma coping level before they can challenge the original level again.