A game level management preoperative assessment and pre-rehabilitation intervention system and method

By using a game-based approach for preoperative rehabilitation assessment and intervention, the problems of inconsistent guidance, insufficient patient attention, and difficulty in monitoring effects in traditional preoperative rehabilitation have been solved. This approach has enabled individualized, standardized, and engaging preoperative rehabilitation management, thus promoting postoperative recovery for patients.

CN122245642APending Publication Date: 2026-06-19THE SECOND AFFILIATED HOSPITAL OF GUANGZHOU MEDICAL UNIVERSITY

Patent Information

Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
THE SECOND AFFILIATED HOSPITAL OF GUANGZHOU MEDICAL UNIVERSITY
Filing Date
2026-05-09
Publication Date
2026-06-19

AI Technical Summary

Technical Problem

Existing preoperative rehabilitation methods suffer from problems such as difficulty in providing standardized guidance, insufficient patient attention, low implementation rate, difficulty in monitoring effects, and lack of interest, resulting in poor patient rehabilitation outcomes.

Method used

The assessment and pre-rehabilitation intervention are conducted using a game-based approach. Personalized assessments and interventions are carried out through game software, real-time monitoring of exercise and health data is conducted, and dietary nutrition and psychological interventions are combined to provide incentive mechanisms to improve patient compliance.

🎯Benefits of technology

This approach enables individualized and standardized pre-rehabilitation guidance, increases patients' awareness of the importance of pre-rehabilitation, enhances the monitoring and implementation of rehabilitation effects, and improves patients' enthusiasm and compliance.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN122245642A_ABST
    Figure CN122245642A_ABST
Patent Text Reader

Abstract

This invention discloses a game-based challenge management system and method for preoperative assessment and pre-rehabilitation intervention. The method includes the following steps: S1, starting the operator and running the game to obtain the running game software; S2, acquiring the user's health status data to obtain the user's assessment results; S3, collecting the user's exercise and health data during the game to obtain the user's exercise and health data; S4, developing dietary recommendations to obtain the user's nutritional intervention plan; S5, assessing the user's anxiety and depression status and providing psychological intervention measures; S6, providing the user with incentives such as check-in, status posting, badge acquisition, and ranking; S7, adjusting the rehabilitation plan and game difficulty based on the user's exercise and health data and assessment results to ensure the effectiveness and adaptability of the rehabilitation plan. This invention solves the problems of existing preoperative rehabilitation programs, such as difficulty in providing standardized guidance, insufficient patient attention, and difficulty in monitoring rehabilitation effects.
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0001] This invention relates to the field of medical rehabilitation technology, specifically to a game-based challenge management system and method for preoperative assessment and pre-rehabilitation intervention. Background Technology

[0002] Currently, traditional rehabilitation measures mostly begin after surgery. However, postoperative patients face numerous challenges: significant decline in physical function, wound pain, negative psychological states such as anxiety or depression, and the potential need for subsequent treatments such as radiotherapy or chemotherapy. These factors intertwine, severely impacting the quality of postoperative recovery and quality of life. Therefore, optimizing perioperative rehabilitation management measures to promote rapid postoperative recovery has become a crucial technical issue that urgently needs to be addressed in this field.

[0003] In recent years, the concept of preoperative rehabilitation has gained increasing attention. Preoperative rehabilitation refers to a series of planned and systematic interventions implemented before surgery, mainly including physical exercise, nutritional support therapy, and psychological interventions to alleviate anxiety and depression. Numerous studies have shown that preoperative rehabilitation can effectively improve patients' physiological reserve, improve nutritional status, and alleviate psychological stress responses, thereby reducing the incidence of postoperative complications, shortening hospital stays, and accelerating the recovery process. Currently, preoperative rehabilitation is considered one of the most important measures in the management of the enhanced recovery after surgery pathway.

[0004] However, in actual clinical applications, the implementation methods of preoperative rehabilitation have significant shortcomings. These shortcomings are specifically manifested in the following aspects: First, current pre-rehabilitation programs primarily rely on verbal instruction from nurses or the distribution of written guidance materials. This traditional approach heavily depends on the individual experience and communication skills of healthcare professionals, resulting in significant variations in the content and quality of instruction among different nurses. This makes it difficult to provide standardized and consistent pre-rehabilitation guidance to patients. Furthermore, the instruction content is often rather general and lacks precise tailored plans to individual patient differences.

[0005] Secondly, due to the lack of intuitive and interactive guidance tools, patients do not fully recognize the importance of pre-operative rehabilitation and fail to give it sufficient attention before surgery. Many patients place all their hopes for recovery on the surgery itself, neglecting the crucial role of adjusting their own condition before surgery, resulting in low participation and implementation rates of pre-operative rehabilitation measures.

[0006] Third, current technologies struggle to effectively monitor patients' pre-rehabilitation progress outside the hospital or pre-operative stage. Healthcare professionals cannot obtain real-time objective data on patients' exercise frequency, intensity, duration, nutritional intake, and changes in psychological state, making it difficult to assess the actual effectiveness of pre-rehabilitation and adjust intervention plans accordingly. Furthermore, pre-rehabilitation requires additional medical resources, such as professional rehabilitation therapists, nutritionists, and psychologists; however, these resources may not be readily available during on-site pre-rehabilitation, affecting its scalability and severely limiting the scientific rigor and effectiveness of pre-rehabilitation management.

[0007] Fourth, traditional pre-rehabilitation programs lack engaging and motivating mechanisms. Pre-rehabilitation requires a high degree of patient participation and self-management skills, and in practice, patient compliance is a key variable affecting the outcome. However, monotonous exercise training, strict dietary control, and tedious psychological counseling are unlikely to inspire long-term patient enthusiasm, and patients are prone to giving up halfway due to lack of motivation, resulting in a significant reduction in the effectiveness of pre-rehabilitation.

[0008] In conclusion, developing a preoperative rehabilitation management method and system that is individualized, standardized, monitorable, and engaging is of significant clinical importance and practical value in addressing the problems of inconsistent guidance, insufficient patient attention, and difficulty in monitoring rehabilitation effects in existing technologies. Summary of the Invention

[0009] To overcome the shortcomings of existing technologies, one of the objectives of this invention is to provide a game-based approach to preoperative assessment and pre-rehabilitation intervention. This approach uses a game-based approach to conduct preoperative assessments and personalized pre-rehabilitation interventions for patients, and collects exercise and health data in real time to monitor rehabilitation effects. It also combines dietary and nutritional advice, psychological intervention, and motivational experiences to improve patient compliance, thereby solving the problems of inconsistent preoperative rehabilitation guidance, insufficient patient attention, and difficulty in monitoring rehabilitation effects in existing methods.

[0010] The second objective of this invention is to provide a game-based preoperative assessment and rehabilitation intervention system. This system uses a game-based approach to conduct preoperative assessments and personalized rehabilitation interventions for patients, and collects exercise and health data in real time to monitor rehabilitation effects. It also combines dietary and nutritional advice, psychological intervention, and motivational experiences to improve patient compliance, thereby solving the problems of existing preoperative rehabilitation methods that are difficult to standardize, lack of patient attention, and difficulty in monitoring rehabilitation effects.

[0011] To achieve one of the objectives of this invention, the following solution is adopted: A game-based challenge management method for preoperative assessment and pre-rehabilitation intervention includes the following steps: S1. Start the operator, run the game, and obtain the running game software; S2. Input the user's personal information into the game software body, obtain the user's health status data, and compare the health status data with the professional evaluation data inside the software evaluation module to obtain the user's evaluation result. S3. Based on the evaluation results, the game software body is matched and executed to create a level-based game suitable for the user. During the user's execution of the level-based game, the user's exercise and health data is collected to obtain the user's exercise and health data. S4. Input the sports and health data into the diet and nutrition module, and combine it with the user's basic data to calculate the user's calorie requirements, formulate dietary recommendations, and obtain the user's nutritional intervention plan. S5. Based on the assessment results and the sports and health data, determine the user's anxiety and depression status. When the assessment results or sports and health data are higher than the threshold, provide psychological intervention measures to the user and obtain the user's preoperative psychological intervention results. S6. After the user completes the steps S2 to S5, provide the user with an incentive experience of checking in, posting status, and obtaining badges and rankings, so as to make the user develop exercise compliance. S7. Adjust the rehabilitation plan and game difficulty based on the user's sports and health data and assessment results to ensure the effectiveness and adaptability of the rehabilitation program.

[0012] Furthermore, the professional assessment data in S2 includes: self-care ability assessment data, fall assessment data, nutritional risk screening data, nutritional risk SAG assessment data, six-minute walk test, and Hospital Anxiety and Depression Scale (HADS) assessment data.

[0013] Furthermore, the challenge games in S3 include: resistance band exercises, bed cycling, bed leg raises, a six-minute walking test, stepping in place, and breathing exercises; the exercise and health data are collected in real time through the user's fitness tracker and limb sensors.

[0014] Furthermore, the basic user data used to calculate the user's calorie requirements in S4 includes: the user's weight, height, and other medical conditions; the dietary recommendations include: providing nutritional meal suggestions and increasing enteral nutrition.

[0015] Furthermore, the psychological intervention measures in S5 include: teaching users breathing training guidance, relaxation and imagery techniques, playing mindfulness videos, and encouraging users to participate in daily work and social activities; when it is determined that a user has moderate to high risk of depression and anxiety, recommending a psychologist for consultation.

[0016] Furthermore, the incentive experience in S6 includes: social interaction with fellow patients and viewing rankings, which motivates users to exercise and forms emotional dependence through social incentives and ranking incentives.

[0017] To achieve the second objective of this invention, the following solution is adopted: A game-based challenge management system for preoperative assessment and pre-rehabilitation intervention includes: The startup module is used to start the operator, run the game, and obtain the running game software. The software evaluation module is used to input user personal information into the game software body, obtain user health status data, and compare the health status data with preset professional evaluation data to obtain the user's evaluation result. The exercise module is used to match and execute a level-based game adapted to the user based on the evaluation results, and to collect the user's exercise and health data during the user's execution of the level-based game. The diet and nutrition module is used to calculate the user's calorie requirements based on the exercise and health data and the user's basic data, and to formulate dietary recommendations to obtain the user's nutritional intervention plan. The preoperative anxiety-relieving module is used to determine the user's anxiety and depression status based on the assessment results and the exercise and health data. When the assessment results or exercise and health data are higher than the threshold, psychological intervention measures are provided to the user to obtain the user's preoperative psychological intervention results. The check-in incentive module is used to provide users with an incentive experience of checking in, posting status, and obtaining and ranking badges after the user completes the processing of the software assessment module, exercise module, diet and nutrition module and preoperative anti-anxiety module, so as to help users develop exercise adherence.

[0018] The feedback module is used to adjust the rehabilitation plan and game difficulty based on the user's sports and health data and assessment results, so as to ensure the effectiveness and adaptability of the rehabilitation program.

[0019] Furthermore, the game-based challenge management preoperative assessment and pre-rehabilitation intervention system also includes a device body, which includes an operator and a system body; the operator includes a housing, the front of which is equipped with a touch screen display, and the back of which is equipped with a limb sensor for collecting user motion data; the system body includes a PCB board, on which a power supply module, a storage module, and a processor are provided, and the processor is communicatively connected to the storage module, the touch screen display, and the limb sensor, respectively, and the game body is located inside the storage module.

[0020] Furthermore, the power supply module is a lithium battery, the storage module is a hard disk, and the processor is a CPU.

[0021] Furthermore, the game entity includes a game software entity, and the game software entity internally includes the software evaluation module, the exercise module, the diet and nutrition module, the preoperative anti-anxiety module, and the check-in incentive module.

[0022] Compared with existing technologies, the beneficial effects of this invention are as follows: 1. By comparing and evaluating the user's health status data with professional evaluation data within the software's evaluation module, this invention achieves an objective and standardized assessment of the user's preoperative condition, solving the problem of traditional nurses' education methods being unable to provide homogenized pre-rehabilitation guidance to patients. 2. By matching and executing a user-appropriate challenge game based on the evaluation results and collecting exercise and health data during the game, this invention achieves real-time monitoring of the pre-rehabilitation process, overcoming the shortcomings of existing technologies in effectively monitoring pre-rehabilitation effects. 3. By inputting exercise and health data into the diet and nutrition module, combining it with the user's basic data to calculate energy requirements and formulate dietary recommendations, and by judging anxiety and depression based on the evaluation results and exercise and health data and providing psychological intervention measures when the levels exceed the critical value, this invention achieves systematic pre-rehabilitation intervention in the three dimensions of physical fitness, nutrition, and psychology, thereby optimizing perioperative rehabilitation management measures and promoting postoperative recovery for patients. 4. By providing users with an incentive experience of checking in, posting status, and obtaining badges, this invention can help users develop exercise compliance, improve patients' initiative and persistence in participating in pre-rehabilitation, and solve the problem of patients not paying attention to pre-rehabilitation before surgery. Attached Figure Description

[0023] Figure 1 This is a flowchart of the preoperative assessment and pre-rehabilitation intervention method for game-based challenge management in an embodiment of the present invention; Figure 2 This is a block diagram of the game-based challenge management pre-operative assessment and pre-rehabilitation intervention system in an embodiment of the present invention; Figure 3 This is a three-dimensional schematic diagram of the operator in an embodiment of the present invention; Figure 4 This is a bottom-view perspective view of the operator in an embodiment of the present invention; Figure 5 This is a structural block diagram of the system body in an embodiment of the present invention; Figure 6 This is a structural block diagram of the game software body in an embodiment of the present invention; Figure 7 This is a structural block diagram of the software evaluation module in an embodiment of the present invention; Figure 8This is a structural block diagram of the motion module in an embodiment of the present invention; Figure 9 This is a structural block diagram of the diet and nutrition module in an embodiment of the present invention.

[0024] Reference numerals: 100, Device body; 101, Operator; 10101, Housing; 10102, Touchscreen display; 10103, USB interface; 10104, Limb sensor; 102, System body; 10201, PCB board; 10202, Power supply module; 10203, Storage module; 10204, Processor; 103, Game body; 10301, Game software body; 10302, Software evaluation module; 10303, Exercise module; 10304, Diet and nutrition module; 10305, Preoperative anti-anxiety module; 10306, Check-in incentive module; 10307, ​​Feedback module. Detailed Implementation

[0025] The present invention will now be further described in conjunction with the accompanying drawings and specific embodiments. It should be noted that, without conflict, the various embodiments or technical features described below can be arbitrarily combined to form new embodiments.

[0026] Example 1 like Figure 1-9 As shown, this embodiment of the invention provides a method for preoperative assessment and pre-rehabilitation intervention in game-based challenge management, including the following steps: S1. Start the operator 101, run the game body 103, and obtain the running game software body 10301.

[0027] In this embodiment, step S1 is the power-on step, which specifically involves: first, powering on the operator 101, and then opening the game body 103, so that the game software body 10301 starts running.

[0028] S2. Input the user's personal information into the game software body 10301, obtain the user's health status data, and compare the health status data with the professional evaluation data inside the software evaluation module 10302 to obtain the user's evaluation result.

[0029] In this embodiment, step S2 is an evaluation step, which specifically involves: after the game software 10301 starts running, the user's personal information is entered into it for creation, and then the health status data obtained based on the patient's vital signs, basic grip strength, and the time of the six-minute walk test is input into the software evaluation module 10302. Subsequently, it is combined with professional evaluation data inside the software evaluation module 10302, such as: self-care ability, fall assessment, nutritional risk screening, nutritional risk SAG assessment, six-minute walk test, hospital anxiety and depression scale HADS, etc., to evaluate the patient's condition.

[0030] S3. Based on the evaluation results, the game software body 10301 is matched and executed to create a level-based game suitable for the user. During the user's execution of the level-based game, the user's exercise and health data is collected to obtain the user's exercise and health data.

[0031] In this embodiment, step S3 is a challenge game step, specifically as follows: based on the patient's assessment in S2, the game software 10301 is matched with a challenge game suitable for the patient. The challenge game consists of resistance exercises with a rubber band, bed cycling, bed leg raises, a six-minute walking test, stepping in place, and breathing exercises. The patient wears a fitness tracker to monitor the patient's heart condition, exercise status, etc. in real time and obtain health data. By attaching the limb sensor 10104, which is attached to the bottom of the outer shell 10101, to the patient's hand or leg, the patient completes exercise training challenges in a simulated scenario, obtains health data, and completes daily exercise tasks, thereby promoting the patient's healthy behavior.

[0032] S4. Input the exercise and health data into the diet and nutrition module 10304, and combine it with the user's basic data to calculate the user's energy requirements and formulate dietary recommendations to obtain the user's nutritional intervention plan.

[0033] In this embodiment, step S4 is the dietary nutrition step: based on the patient's health data in S3, it is input into the dietary nutrition module 10304. Based on the patient's nutritional risk screening and subjective overall nutritional score, the patient's nutritional status is assessed. By inputting the patient's basic data, such as weight, height, and other disease conditions, the processor 10204 calculates the patient's energy requirements and formulates dietary recommendations, such as providing nutritional meal suggestions, increasing enteral nutrition, avoiding malnutrition, correcting malnutrition, promoting anabolism, utilizing pharmacological nutrients to exert nutritional therapeutic effects, and nutritional pre-rehabilitation treatment should be combined with exercise training to improve overall nutritional status, promote preoperative protein synthesis, adjust the patient's condition to an ideal level, and strengthen early postoperative rehabilitation. S5. Based on the assessment results and the exercise and health data, determine the user's anxiety and depression status. When the assessment results or exercise and health data are higher than the threshold, provide the user with psychological intervention measures to obtain the user's preoperative psychological intervention results.

[0034] In this embodiment, step S5 is a preoperative anti-anxiety step, which specifically includes: based on the assessment results and health data of S2 and S3, when the patient's assessment results or data are higher than the threshold, the processor 10204 uses the touch screen display 10102 to teach the patient relaxation and imagery techniques, play mindfulness videos, and encourage the patient to participate in their favorite daily work and social activities. Through positive behavior and cognitive coping, preoperative anxiety symptoms and cancer-related distress are reduced. At the same time, in the pre-rehabilitation program of S3, exercise is accompanied by sympathetic excitation, increased cerebral blood flow, and increased oxygen consumption, which leads to changes in excitatory neurotransmitters, producing a good stimulus to the central nervous system, making people feel good, and gaining a sense of pleasure, satisfaction and self-confidence from exercise. This can not only improve cardiovascular function and increase the patient's functional ability, but also reduce psychological depression. If the assessment results and health data show that there is a medium to high risk of depression and anxiety, the information will be transmitted to the system body 102. The touch screen display 10102 will trigger a recommendation for a psychologist to be consulted for the patient. During the psychological visit, the doctor can listen to the patient's voice, encourage him to express his wishes, understanding and needs regarding cancer, chemotherapy and radiotherapy and surgery, adjust his thoughts and behaviors to a more positive state, and reduce the lifestyle changes caused by maladaptation. S6. After the user completes steps S2 to S5, provide the user with an incentive experience of checking in, posting status, and obtaining badges and rankings to help the user develop exercise compliance.

[0035] In this embodiment, step S6 is an incentive step, which specifically involves: after the patient completes S2 to S5, they can check in, post status, and obtain badges, etc. Through social interaction with fellow patients and ranking incentives, the patient will consciously generate motivation for exercise and form an emotional dependence.

[0036] S7. Based on the user's exercise and health data and assessment results, adjust the rehabilitation plan and game difficulty to ensure the effectiveness and suitability of the rehabilitation program. Step S7 is the feedback step.

[0037] Experimental example: The following is an example of the application of the game-based challenge management preoperative assessment and pre-rehabilitation intervention method of this invention as an exercise prescription in patients undergoing laparoscopic liver resection.

[0038] Basic information about the research subjects: There were no statistically significant differences in the general characteristics of the two groups of patients (P>0.05), indicating they were comparable. Detailed data are shown in Table 1.

[0039] Table 1 Basic Information of the Study Subjects Comparison of rapid recovery-related indicators between the two groups of subjects: The differences in rapid recovery-related indicators between the two groups were statistically significant (P < 0.05). The experimental group had a lower rate of getting out of bed on the first day after surgery, a shorter hospital stay, and lower hospitalization costs than the control group. See Table 2 for details.

[0040] Table 2 Comparison of rapid recovery-related indicators ( ) Comparison of motion-related indicators between the two groups of subjects: One day before surgery, there were no statistically significant differences in motor-related indicators between the two groups (P>0.05). On the third day after surgery, there were statistically significant differences in motor-related indicators between the two groups (P<0.05). The experimental group had higher self-care ability scores and 6MWT scores than the control group, but lower Borg scores after 6MWT (see Table 3). The differences in motor-related indicators between the two groups on the third day after surgery and the first day before surgery were statistically significant in self-care ability scores and 6MWT scores (P<0.05) (see Tables 3 and 4).

[0041] Table 3. Comparison of exercise, nutrition, and comfort-related indicators between 1 day before surgery and 3 days after surgery ( ) Table 4. Comparison of differences in exercise-related indicators between postoperative day 3 and postoperative day 1 ( ) Example 2 like Figure 2-9 As shown, this embodiment of the invention also provides a game-based challenge management pre-operative assessment and pre-rehabilitation intervention system, including: The power-on module is used to start the operator 101, run the game body 103, and obtain the running game software body 10301. The software evaluation module 10302 is used to input user personal information into the game software body 10301, obtain user health status data, and compare the health status data with preset professional evaluation data to obtain the user's evaluation result. The exercise module 10303 is used to match and execute a level-based game adapted to the user through the game software body 10301 according to the evaluation results, and collect the user's exercise and health data during the user's execution of the level-based game to obtain the user's exercise and health data. The diet and nutrition module 10304 is used to calculate the user's calorie requirements based on the exercise and health data and the user's basic data, and to formulate dietary recommendations to obtain the user's nutritional intervention plan. The preoperative anxiety module 10305 is used to determine the user's anxiety and depression state based on the assessment results and the exercise and health data. When the assessment results or exercise and health data are higher than the threshold, psychological intervention measures are provided to the user to obtain the user's preoperative psychological intervention results. The check-in incentive module 10306 is used to provide users with an incentive experience of checking in, posting status, and obtaining badges and rankings after the user completes the processing of the software evaluation module 10302, exercise module 10303, diet and nutrition module 10304 and preoperative anti-anxiety module 10305, so as to enable users to form exercise compliance. Feedback module 10307 is used to adjust the rehabilitation plan and game difficulty based on the user's sports and health data and assessment results to ensure the effectiveness and adaptability of the rehabilitation program.

[0042] The game-based management system for preoperative assessment and pre-rehabilitation intervention also includes a device body 100, which includes an operator 101, a system body 102, and a game body 103. The operator 101 includes a housing 10101, with a touch screen display 10102 mounted on the front and a pair of limb sensors 10104 attached to the back. A USB interface 10103 is embedded at one end of the housing 10101. The system body 102 is located inside the housing 10101, which includes a PCB board 10201. The bottom of the PCB board 10201 is connected to the bottom of the interior of the housing 10101. A power supply module 10202, a storage module 10203, and a processor 10204 are sequentially arranged on one side of the PCB board 10201. The game body 103 is located inside the storage module 10203.

[0043] In this embodiment, the output terminal of the processor 10204 is communicatively connected to the input terminal of the touch screen display 10102.

[0044] In this embodiment, the input terminal of the power supply module 10202 is electrically connected to the input terminal of the USB interface 10103.

[0045] In this embodiment, the output terminal of the storage module 10203 is communicatively connected to the input terminal of the processor 10204.

[0046] In this embodiment, the power supply module 10202 is a lithium battery, the storage module 10203 is a hard disk, and the processor 10204 is a CPU.

[0047] In this embodiment, the game body 103 includes the game software body 10301, which internally includes a software evaluation module 10302, an exercise module 10303, a diet and nutrition module 10304, a preoperative anti-anxiety module 10305, and a check-in incentive module 10306.

[0048] In this embodiment, the software evaluation module 10302 includes user personal information input, health status test time, and professional evaluation.

[0049] In this embodiment, the exercise module 10303 includes resistance training with a rubber band, a bed bike, bed leg raises, a six-minute walking test, stepping in place, and breathing exercises.

[0050] In this embodiment, the diet and nutrition module 10304 includes data input and dietary recommendations.

[0051] The game-based challenge management preoperative assessment and pre-rehabilitation intervention system of this invention has the following advantages: 1. By setting up the software assessment module 10302, based on the user's personal information, health information, self-care ability, fall assessment, nutritional risk screening, nutritional risk SAG assessment, hospital anxiety and depression scale HADS and other data, the appropriate content of the exercise module 10303, diet and nutrition module 10304 and preoperative anti-anxiety module 10305 are calculated for the user, so as to implement targeted preoperative rehabilitation training.

[0052] 2. By setting up the exercise module 10303, a challenge game can be matched to the patient based on the assessment results. The challenge game consists of resistance exercises with a rubber band, bed cycling, bed leg raises, a six-minute walking test, marching in place, and breathing exercises. The patient wears an exercise bracelet, which can monitor heart condition, exercise status, etc. in real time to obtain health data. At the same time, the user can wear the limb sensor 10104 to complete exercise training challenges in a simulated scenario, obtain health data, complete daily exercise tasks, and thus effectively promote the patient's healthy behaviors.

[0053] 3. By setting up the diet and nutrition module 10304, the processor 10204 can calculate the patient's energy requirements and formulate dietary recommendations, such as providing nutritional meal suggestions and increasing enteral nutrition, thereby avoiding malnutrition, correcting existing malnutrition, and promoting anabolism. Utilizing pharmacological nutrients to exert nutritional therapy allows for synergistic treatment of nutritional pre-rehabilitation and exercise training, improving overall nutritional status, promoting preoperative protein synthesis, and adjusting the patient's condition to an ideal level, thus enhancing early postoperative rehabilitation.

[0054] 4. By setting up the preoperative anxiety management module 10305, relaxation and imagery techniques can be taught to patients using the touchscreen display 10102 based on the assessment results, mindfulness videos can be played, and a consultation with a psychologist can be recommended. Through positive behavioral and cognitive coping, preoperative anxiety symptoms and cancer-related distress can be reduced.

[0055] 5. By setting up the check-in incentive module 10306, patients can check in, post status, and obtain badges. Through social interaction with fellow patients and ranking incentives, patients can generate motivation for exercise and develop emotional dependence, thereby improving compliance and continuity of pre-rehabilitation.

[0056] It should be noted that the specific models and specifications of the touch screen display 10102, limb sensor 10104, PCB board 10201, power supply module 10202, storage module 10203 and processor 10204 need to be selected and determined according to the actual specifications of the device. The specific selection calculation method adopts the existing technology in this field, so it will not be described in detail.

[0057] The above is a detailed description of the preferred embodiments of the present invention. However, the present invention is not limited to the embodiments described. Those skilled in the art can make various equivalent modifications or substitutions without departing from the spirit of the present invention. All such equivalent modifications or substitutions are included within the scope defined by the claims of this application.

Claims

1. A method for preoperative assessment and pre-rehabilitation intervention in game-based challenge management, characterized in that, Includes the following steps: S1. Start the operator, run the game, and obtain the running game software; S2. Input the user's personal information into the game software body, obtain the user's health status data, and compare the health status data with the professional evaluation data inside the software evaluation module to obtain the user's evaluation result. S3. Based on the evaluation results, the game software body is matched and executed to create a level-based game suitable for the user. During the user's execution of the level-based game, the user's exercise and health data is collected to obtain the user's exercise and health data. S4. Input the sports and health data into the diet and nutrition module, and combine it with the user's basic data to calculate the user's calorie requirements, formulate dietary recommendations, and obtain the user's nutritional intervention plan. S5. Based on the assessment results and the sports and health data, determine the user's anxiety and depression status. When the assessment results or sports and health data are higher than the threshold, provide psychological intervention measures to the user and obtain the user's preoperative psychological intervention results. S6. After the user completes the steps S2 to S5, provide the user with an incentive experience of checking in, posting status, and obtaining badges and rankings, so as to make the user develop exercise compliance. S7. Adjust the rehabilitation plan and game difficulty based on the user's sports and health data and assessment results to ensure the effectiveness and adaptability of the rehabilitation program.

2. The method for preoperative assessment and pre-rehabilitation intervention in game-based challenge management according to claim 1, characterized in that, The professional assessment data in S2 includes: self-care ability assessment data, fall assessment data, nutritional risk screening data, nutritional risk SAG assessment data, six-minute walk test, and Hospital Anxiety and Depression Scale (HADS) assessment data.

3. The method for preoperative assessment and pre-rehabilitation intervention in game-based challenge management according to claim 1, characterized in that, The challenge games in S3 include: resistance band exercises, bed cycling, bed leg raises, six-minute walking test, stepping in place, and breathing exercises; the exercise and health data are collected in real time through the user's fitness tracker and limb sensors.

4. The method for preoperative assessment and pre-rehabilitation intervention in game-based challenge management according to claim 1, characterized in that, The basic user data used to calculate the user's calorie requirements in S4 includes: the user's weight, height, and other medical conditions; the dietary recommendations include: providing nutritional meal suggestions and increasing enteral nutrition.

5. The method for preoperative assessment and pre-rehabilitation intervention in game-based challenge management according to claim 1, characterized in that, The psychological intervention measures in S5 include: teaching users breathing training guidance, relaxation and imagery techniques, playing mindfulness videos, and encouraging users to participate in daily work and social activities; when it is determined that a user has moderate to high risk of depression and anxiety, recommending a psychologist for consultation.

6. The method for preoperative assessment and pre-rehabilitation intervention in game-based challenge management according to claim 1, characterized in that, The incentive experience in S6 includes: social interaction with fellow patients and viewing rankings. Through social incentives and ranking incentives, users are motivated to exercise and develop emotional dependence.

7. A game-based challenge management system for preoperative assessment and pre-rehabilitation intervention, characterized in that, include: The startup module is used to start the operator, run the game, and obtain the running game software. The software evaluation module is used to input user personal information into the game software body, obtain user health status data, and compare the health status data with preset professional evaluation data to obtain the user's evaluation result. The exercise module is used to match and execute a level-based game adapted to the user based on the evaluation results, and to collect the user's exercise and health data during the user's execution of the level-based game. The diet and nutrition module is used to calculate the user's calorie requirements based on the exercise and health data and the user's basic data, and to formulate dietary recommendations to obtain the user's nutritional intervention plan. The preoperative anxiety-relieving module is used to determine the user's anxiety and depression status based on the assessment results and the exercise and health data. When the assessment results or exercise and health data are higher than the threshold, psychological intervention measures are provided to the user to obtain the user's preoperative psychological intervention results. The check-in incentive module is used to provide users with an incentive experience of checking in, posting status, and obtaining badges and rankings after the user completes the processing of the software assessment module, exercise module, diet and nutrition module and preoperative anti-anxiety module, so as to help users develop exercise adherence. The feedback module is used to adjust the rehabilitation plan and game difficulty based on the user's sports and health data and assessment results, so as to ensure the effectiveness and adaptability of the rehabilitation program.

8. The game-based challenge management preoperative assessment and pre-rehabilitation intervention system according to claim 7, characterized in that, It also includes a device body, which includes an operator and a system body; the operator includes a housing, the front of which is provided with a touch screen display, and the back of which is provided with a limb sensor for collecting user motion data; the system body includes a PCB board, on which a power supply module, a storage module and a processor are provided, the processor being communicatively connected to the storage module, the touch screen display and the limb sensor respectively, and the game body is provided inside the storage module.

9. The game-based challenge management preoperative assessment and pre-rehabilitation intervention system according to claim 8, characterized in that, The power supply module is a lithium battery, the storage module is a hard disk, and the processor is a CPU.

10. The game-based challenge management preoperative assessment and pre-rehabilitation intervention system according to claim 8, characterized in that, The game itself includes the game software itself, which internally includes the software evaluation module, the exercise module, the diet and nutrition module, the preoperative anti-anxiety module, and the check-in incentive module.