Multifunctional children's mental health game platform
By using a multi-module children's mental health game platform that combines games with artificial intelligence technology, the platform enables the assessment and personalized intervention of children's mental health, improves the accuracy and effectiveness of psychotherapy, and ensures the security and privacy of data.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- MANGAX TECH CO LTD
- Filing Date
- 2024-11-28
- Publication Date
- 2026-05-29
Smart Images

Figure CN122096797A_ABST
Abstract
Description
Technical Field
[0001] This invention relates to a technology that combines mental health with games, and more particularly to a multifunctional children's mental health game platform. Background Technology
[0002] With the widespread adoption of technology, modern children are increasingly exposed to digital games. While games can promote the development of cognitive and logical thinking skills, many poorly designed games often lead to mental health problems such as inattention, mood swings, and decreased social skills. Psychologists and parents often lack accurate behavioral data and effective tools to address these challenges, making immediate or long-term intervention difficult. Currently, the market lacks a comprehensive, multi-functional platform specifically designed for children's mental health that combines the enjoyment of games with professional mental health assessments and provides actionable behavioral data analysis and recommendations. Summary of the Invention
[0003] This invention provides a multi-module children's mental health game platform. Using games as a medium, it assesses and improves children's mental health through the collection and intelligent analysis of behavioral data. The platform integrates diverse game modules covering learning areas such as memory, cognition, language, and logic. Through advanced data analysis technology, it provides real-time analysis of specific psychological conditions and personalized intervention suggestions. The platform offers psychologists powerful analytical tools and provides parents with easy-to-use communication and support modules, thereby establishing a safe and privacy-protected comprehensive mental health support ecosystem.
[0004] The multifunctional children's mental health game platform provided by this invention includes: a game module for adjusting the difficulty of the game based on behavioral data of the child's game performance; a data collection and analysis module, coupled to the game module, for collecting the child's behavioral data through a behavior tracking device to identify emotions and behavioral patterns; an emotion recognition module, coupled to the data collection and analysis module, for capturing the child's facial expression data through a camera and collecting the child's voice data through a microphone to identify emotional changes; a behavior pattern analysis module, coupled to the data collection and analysis module and the emotion recognition module, for classifying behavioral data, facial expression data, and voice data to identify abnormal behaviors; and a comprehensive assessment and report generation module, coupled to the data collection and analysis module, the emotion recognition module, and the behavior pattern analysis module, for generating a children's mental health report based on the behavioral data, facial expression data, and voice data.
[0005] In one embodiment of the present invention, the multifunctional children's mental health game platform further includes: a psychologist dashboard module, coupled with a data collection and analysis module, an emotion recognition module, a behavior pattern analysis module, and a comprehensive assessment and report generation module, and is used to provide psychologists with the ability to analyze children's psychological conditions and formulate counseling plans based on behavioral data, facial expression data, and voice data.
[0006] In one embodiment of the present invention, the multifunctional children's mental health game platform further includes: a learning resources and support module, coupled to a psychologist dashboard module, for providing expert articles, advice and interactive resources to psychologists.
[0007] In one embodiment of the present invention, the multifunctional children's mental health game platform further includes: a parent-side function module, coupled to a comprehensive assessment and report generation module, for providing parents with access to their children's game performance and mental health reports.
[0008] In one embodiment of the present invention, the multifunctional children's mental health game platform further includes: a learning resources and support module, coupled to a parent-side function module, and used to provide expert articles, suggestions and interactive resources to parents.
[0009] In one embodiment of the present invention, the multifunctional children's mental health game platform further includes: a personalized setting and recommendation module, coupled with a comprehensive assessment and report generation module, and used to provide corresponding games and exercises based on behavioral data, facial expression data and voice data.
[0010] In one embodiment of the present invention, the multifunctional children's mental health game platform further includes: a security and privacy protection module, coupled to a data collection and analysis module, an emotion recognition module, a behavior pattern analysis module, and a comprehensive assessment and report generation module, and is used to encrypt children's behavioral data, facial expression data, and voice data.
[0011] In one embodiment of the present invention, the multifunctional children's mental health game platform further includes: a system management and update module, coupled to the game module, and used to periodically update the game module.
[0012] In one embodiment of the present invention, the multifunctional children's mental health game platform further includes: a multi-platform compatibility module, a coupled data collection and analysis module, an emotion recognition module, a behavior pattern analysis module, and a comprehensive assessment and report generation module, and is used to support external devices for offline use.
[0013] Specifically, the multi-module children's mental health game platform of this invention provides children with a comprehensive mental health support tool by combining games, artificial intelligence technology, and mental health theories. This platform not only helps children develop their psychological and cognitive abilities but also provides psychologists and parents with data-driven diagnostic and intervention tools, improving the accuracy and effectiveness of psychotherapy and counseling. At the same time, a robust security and privacy protection mechanism reassures parents, ensuring the confidentiality and legal use of data.
[0014] The above description is merely an overview of the technical solution of the present invention. In order to better understand the technical means of the present invention and to implement it in accordance with the contents of the specification, and to make the above and other objects, features and advantages of the present invention more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description
[0015] Figure 1 This is a block diagram of a multifunctional children's mental health game platform provided in an embodiment of the present invention. Detailed Implementation
[0016] This invention is described in particular by way of the following examples, which are merely illustrative. Various modifications and refinements can be made by those skilled in the art without departing from the spirit and scope of this disclosure. Therefore, the scope of protection of this disclosure shall be determined by the appended claims. Throughout this specification and the claims, unless explicitly stated otherwise, the words "a" and "described" include a description comprising "a or at least one" element or component. Furthermore, as used herein, the singular article also includes a description of a plurality of elements or components unless clearly excluded from the specific context. Moreover, when applied in this description and throughout the claims below, unless explicitly stated otherwise, "in which" may include both "in which" and "therein". The terms used throughout this specification and the claims, unless otherwise specified, generally have their ordinary meaning in the art, in the disclosure, and in the specific context. Certain terms used to describe the invention will be discussed below or elsewhere in this specification to provide additional guidance to those skilled in the art in describing the invention. Examples throughout this specification, including examples of any terms discussed herein, are merely illustrative and do not, of course, limit the scope or meaning of the invention or any of the illustrative terms. Similarly, the invention is not limited to the various embodiments set forth in this specification.
[0017] The terms "substantially," "around," "about," or "approximately" as used herein should generally mean within 20% of a given value or range, preferably within 10%. Furthermore, the quantities provided herein may be approximate, thus meaning that unless otherwise stated, they may be expressed using the terms "about," "approximately," or "approximately." When a quantity, concentration, or other numerical value or parameter has a specified range, preferred range, or lists upper and lower ideal values, it should be considered as specifically disclosing all ranges consisting of any pairs of upper and lower limits or ideal values, whether or not such ranges are disclosed separately. For example, if a range of length X cm to Y cm is disclosed, it should be considered as disclosing a length of H cm, where H can be any real number between X and Y.
[0018] Furthermore, the use of the terms "coupled" or "connected" herein includes any direct or indirect electrical connection. For example, if the text describes a first device being electrically coupled to a second device, it means that the first device can be directly connected to the second device, or indirectly connected to the second device through other devices or connection means. Additionally, regarding the description of the transmission or provision of electrical signals, those skilled in the art will understand that attenuation or other non-ideal variations may occur during the transmission of electrical signals. However, unless otherwise specified, the source and receiver of the transmitted or provided electrical signal should be considered as the same signal. For example, if an electrical signal S is transmitted (or provided) from terminal A of an electronic circuit to terminal B of the same electronic circuit, a voltage drop may occur across the source and drain terminals of a transistor switch and / or possible stray capacitances. However, unless the purpose of this design is to intentionally utilize attenuation or other non-ideal variations during transmission (or provision) to achieve certain specific technical effects, the electrical signal S at terminals A and B of the electronic circuit should be considered as the same signal.
[0019] It is understood that the terms "comprising," "including," "having," "containing," "involving," etc., used herein are open-ended, meaning they include but are not limited to. Furthermore, no embodiment or claim of this invention is required to achieve all the objects, advantages, or features disclosed herein. In addition, the abstract and headings are merely for assisting in patent document searching and are not intended to limit the scope of the claims.
[0020] Please see Figure 1The diagram shown is a block diagram provided in an embodiment of the present invention. The multifunctional children's mental health game platform 1 provided in this embodiment includes a game module 11, a data collection and analysis module 12, an emotion recognition module 13, a behavior pattern analysis module 14, a comprehensive assessment and report generation module 15, a psychologist dashboard module 16, a parent-side function module 17, a learning resource and support module 18, a personalized setting and recommendation module 19, a security and privacy protection module 20, a system management and update module 21, and a multi-platform compatibility module 22. The data collection and analysis module 12 is coupled to the game module 11; the emotion recognition module 13 is coupled to the data collection and analysis module 12; the behavior pattern analysis module 14 is coupled to the data collection and analysis module 12 and the emotion recognition module 13; and the comprehensive assessment and report generation module 15 is coupled to the data collection and analysis module 12, the emotion recognition module 13, and the behavior pattern analysis module 14. The psychologist dashboard module 16 is coupled to the data collection and analysis module 12, emotion recognition module 13, behavior pattern analysis module 14, and comprehensive assessment and report generation module 15. The parent-side function module 17 is coupled to the comprehensive assessment and report generation module 15, learning resources and support module 18, and is coupled to the psychologist dashboard module 16, parent-side function module 17, personalization settings and recommendation module 19, and is coupled to the comprehensive assessment and report generation module 15, security and privacy protection module 20, and is coupled to the data collection and analysis module 12, emotion recognition module 13, behavior pattern analysis module 14, and comprehensive assessment and report generation module 15, system management and update module 21, and is coupled to the game module 11, multi-platform compatibility module 22, and is coupled to the data collection and analysis module 12, emotion recognition module 13, behavior pattern analysis module 14, and comprehensive assessment and report generation module 15.
[0021] In addition, the multifunctional children's mental health game platform 1 provided in this embodiment can be multiple hardware, software, or a combination of hardware and software cloud servers, computers, etc., for executing, calculating, and storing data; and all modules included in the multifunctional children's mental health game platform 1 provided in this embodiment can be hardware, software, or a combination of hardware and software computers, computers, control circuits, processing circuits, etc., for executing, calculating, and storing information and data.
[0022] Game Module 11 adjusts the difficulty of a game based on a child's behavioral data. Specifically, Game Module 11 contains a rich and diverse game library covering various areas such as memory and cognition, language learning, mathematics and logic, and social simulation. Each game features progress tracking, automatically adjusting the difficulty based on the child's performance to ensure both challenge and enjoyment. The multifunctional children's mental health game platform 1 records children's behavioral data, such as reaction speed, error rate, and game preferences, and correlates this data with core indicators of mental health, providing in-depth analysis.
[0023] The data collection and analysis module 12 is used to collect the child's behavioral data through a behavior tracking device to identify emotions and behavioral patterns. Specifically, the data collection and analysis module 12 uses sensors and behavior tracking devices (such as click behavior, eye tracking, facial expression recognition, etc.) to automatically collect the child's behavioral data and transmit it to a database for processing in real time. Artificial intelligence technology analyzes the data through machine learning algorithms (such as deep learning models like convolutional neural networks and recurrent neural networks) to identify the child's emotions and behavioral patterns. This data can not only help identify potential mental health problems in children but also predict future behavioral trends.
[0024] The emotion recognition module 13 is used to capture the child's facial expressions through a camera lens and collect the child's voice data through a microphone to identify emotional changes. Specifically, the emotion recognition module 13 uses computer vision technology combined with a deep learning model to capture the child's facial expressions through the camera and determine their emotional state, such as happiness, anxiety, or sadness. Using computer voice emotion recognition technology, it can identify emotional changes from voice features. These functions allow the platform to more comprehensively assess the child's psychological state during gameplay.
[0025] The behavior pattern analysis module 14 is used to classify the behavioral data, facial expression data, and voice data to identify abnormal behaviors. Specifically, the behavior pattern analysis module 14 utilizes machine learning algorithms (such as decision trees, support vector machines, random forests, etc.) to perform classification and clustering analysis on long-term collected behavioral data to detect abnormal behaviors. This data helps predict children's mental health trends in different situations and helps psychologists identify issues requiring early attention.
[0026] The comprehensive assessment and report generation module 15 is used to generate a mental health report for the child based on the behavioral data, facial expression data, and voice data. Specifically, the module 15 automatically generates a comprehensive mental health report using the collected behavioral data, providing psychologists and parents with in-depth data analysis and specific recommendations. These reports can track children's psychological changes over the long term, helping to develop consistent intervention measures. Parents and psychologists can view historical reports at any time to understand the child's long-term mental health status.
[0027] The Psychologist Dashboard Module 16 is used by psychologists to analyze the child's psychological state and develop counseling plans based on the behavioral data, facial expression data, and voice data. Specifically, the Psychologist Dashboard Module 16 is designed for psychologists, using data visualization tools to display trends in the child's behavior and emotions, and providing cross-game data integration. Psychologists can use the Psychologist Dashboard Module 16 to quickly analyze the child's psychological state, develop personalized treatment or counseling plans, and continuously adjust the treatment course based on the child's performance in the game.
[0028] The parent-side module 17 allows parents to view their child's gaming performance and mental health reports. Specifically, the parent-side module 17 provides parents with a simple and convenient way to view their child's gaming performance and mental health status. It also offers management functions for gaming time and content, allowing parents to limit or monitor their child's gaming usage. Furthermore, it provides a direct communication tool with a psychologist, as well as specific family education suggestions and parent-child activity plans to help parents provide effective psychological counseling in the home environment.
[0029] The Learning Resources and Support Module 18 provides expert articles, advice, and interactive resources to the psychologists and parents. Specifically, the Module 18 includes built-in mental health learning resources and community support, offering articles, advice, and interactive resources from psychology experts to help parents and psychologists better understand the developmental process of children's mental health. Parents and professionals can also access experience sharing and support from other users through the community support function.
[0030] The personalized settings and recommendation module 19 is used to provide corresponding games and exercises based on the behavioral data, facial expression data, and voice data. Specifically, the personalized settings and recommendation module 19 allows the creation of a personalized profile for each child, intelligently recommending suitable games and exercises based on the child's specific needs and mental health goals. The recommendation engine continuously analyzes the child's game data using artificial intelligence algorithms to provide the most appropriate intervention content, helping children improve their mental health in a targeted manner.
[0031] The security and privacy protection module 20 is used to encrypt the child's behavioral data, facial expression data, and voice data. Specifically, the security and privacy protection module 20 ensures that all of the child's behavioral data and personal information are strictly protected.
[0032] The system management and update module 21 is used to periodically update the game module. Specifically, the system management and update module 21 has an automatic update function, regularly releasing new games and technical optimizations to ensure the stable operation and continuous improvement of the multifunctional children's mental health game platform 1. It also includes system management tools to facilitate management and troubleshooting by the platform operator.
[0033] The multi-platform compatibility module 22 is used to support external devices for offline use. Specifically, the multi-platform compatibility module 22 supports the use of various devices such as mobile phones, tablets, and computers, and has an offline game function, allowing children to continue to use the multi-functional children's mental health game platform 1 for psychological training even without an internet connection.
[0034] The first example is an emotion recognition game.
[0035] The multifunctional children's mental health game platform 1 provided by this invention offers a specially designed emotion recognition game. This game captures children's facial expressions using a camera and employs computer vision technology and deep learning models to determine their emotional changes. The game designs a series of scenarios requiring the expression of different emotions (such as happiness, surprise, anger, etc.), allowing children to imitate these emotions, with real-time recognition of their performance and feedback provided. This not only improves children's awareness and control of their emotions but also helps psychologists monitor emotional fluctuations and provide corresponding treatment suggestions.
[0036] The second example is a cognitive and logic training game.
[0037] This invention provides a multifunctional children's mental health game platform 1, offering a game designed to enhance cognitive and logical abilities. The game includes multi-level puzzles, maze solving, and mathematical problems, with the difficulty automatically adjusted based on the child's performance. The platform records data such as the child's problem-solving time, path selection, and number of errors in each level, and analyzes this behavioral data to assess the child's cognitive and logical development level. Based on the data analysis results, the platform can generate personalized assessment reports and provide corresponding reinforcement training programs to help children improve their problem-solving abilities.
[0038] The third example is a social simulation game.
[0039] This invention provides a multifunctional children's mental health game platform 1, offering a game that simulates social interaction scenarios, specifically designed to improve children's social skills. This game simulates different social situations (such as school life, friend gatherings, etc.), requiring children to make decisions in different situations. The platform records their reaction time, chosen interaction methods, and the final outcome of the situation, and analyzes the children's social skill development level based on this data. Psychologists and parents can use the report to understand the children's strengths and weaknesses in social interaction, thereby developing targeted improvement plans.
[0040] The fourth example is an emotional management and stress relief game.
[0041] The multifunctional children's mental health game platform 1 provided by this invention offers a series of specially designed games aimed at helping children learn how to manage emotions and relieve stress. For example, the games can help children relax by guiding them through deep breathing, meditation, and mindfulness exercises. The platform monitors children's physiological responses during gameplay, such as heart rate changes (via an external device), and provides real-time feedback to help them learn how to adjust their mindset in stressful situations. This data will help psychologists understand children's stress tolerance and provide further intervention as needed.
[0042] The fifth example is personalized learning goal management.
[0043] The multifunctional children's mental health game platform 1 provided by this invention offers a personalized learning and behavioral goal management system. It helps parents and psychologists set specific mental health development goals and intelligently recommends suitable games and training courses based on children's personal profiles and behavioral data, while also tracking progress. For example, if parents set a goal to improve attention, the multifunctional children's mental health game platform 1 will automatically recommend relevant games, record the child's performance in each game, analyze their progress, and adjust the game difficulty or provide new suggestions when necessary. This not only promotes personalized learning but also helps psychologists and parents understand the specific challenges and progress children face in achieving their goals.
[0044] In summary, the multifunctional children's mental health game platform 1 provided by this invention combines games, artificial intelligence technology, and mental health theories to offer children a comprehensive mental health support tool. This platform not only helps children develop their psychological and cognitive abilities but also provides psychologists and parents with data-driven diagnostic and intervention tools, improving the accuracy and effectiveness of psychotherapy and counseling. At the same time, a robust security and privacy protection mechanism reassures parents, ensuring the confidentiality and legal use of data.
[0045] The above description is merely a preferred embodiment of the present invention and is not intended to limit the present invention in any way. Although the present invention has been disclosed above with reference to preferred embodiments, it is not intended to limit the present invention. Any person skilled in the art can make some modifications or alterations to the methods and techniques disclosed above without departing from the scope of the present invention to create equivalent embodiments. Any simple modifications, equivalent changes and alterations made to the above embodiments based on the technical essence of the present invention without departing from the scope of the present invention shall still fall within the scope of the present invention.
Claims
1. A multifunctional children's mental health game platform, characterized in that, include: A game module is used to adjust the difficulty of a game based on a child's behavioral data of their game performance; A data collection and analysis module, coupled to the game module, is used to collect the child's behavioral data through a behavior tracking device to identify emotions and behavioral patterns; An emotion recognition module is coupled to the data collection and analysis module and is used to capture the child's facial expression data through a camera lens and collect the child's voice data through a microphone to identify emotional changes; A behavior pattern analysis module is coupled to the data collection and analysis module and the emotion recognition module, and is used to classify the behavior data, the facial expression data and the voice data to identify abnormal behaviors. as well as A comprehensive assessment and report generation module is coupled to the data collection and analysis module, the emotion recognition module, and the behavior pattern analysis module, and is used to generate a mental health report for the child based on the behavior data, the facial expression data, and the voice data.
2. The multifunctional children's mental health game platform as described in claim 1, characterized in that, Including: A psychologist dashboard module is coupled to the data collection and analysis module, the emotion recognition module, the behavior pattern analysis module, and the comprehensive assessment and report generation module, and is used to enable psychologists to analyze the child's psychological state and formulate counseling plans based on the behavioral data, the facial expression data, and the voice data.
3. The multifunctional children's mental health game platform as described in claim 2, characterized in that, Including: A learning resources and support module is coupled to the psychologist dashboard module and is used to provide expert articles, advice and interactive resources to the psychologist.
4. The multifunctional children's mental health game platform as described in claim 1, characterized in that, Including: A parent-facing functional module is coupled to the comprehensive assessment and report generation module and is used to allow parents to view the child's gaming performance and mental health reports.
5. The multifunctional children's mental health game platform as described in claim 4, characterized in that, Including: A learning resources and support module is coupled to the parent-side functional module and is used to provide expert articles, suggestions and interactive resources to the parents.
6. The multifunctional children's mental health game platform as described in claim 1, characterized in that, Including: A personalized setting and recommendation module is coupled to the comprehensive evaluation and report generation module, and is used to provide corresponding games and exercises based on the behavioral data, the facial expression data and the voice data.
7. The multifunctional children's mental health game platform as described in claim 1, characterized in that, Including: A security and privacy protection module is coupled to the data collection and analysis module, the emotion recognition module, the behavior pattern analysis module, and the comprehensive assessment and report generation module, and is used to encrypt the child's behavior data, expression data, and voice data.
8. The multifunctional children's mental health game platform as described in claim 1, characterized in that, Including: A system management and update module is coupled to the game module and used to periodically update the game module.
9. The multifunctional children's mental health game platform as described in claim 1, characterized in that, Including: A multi-platform compatibility module is coupled to the data collection and analysis module, the emotion recognition module, the behavior pattern analysis module, and the comprehensive evaluation and report generation module, and is used to support external devices for offline use.