A four-dimensional mind-body trauma traceability healing method and system fusing mahjong machine mechanism

By integrating the four-dimensional physical and mental trauma tracing and healing method with the mechanism of mahjong, and using mahjong operation to map the healing process, the problem of low participant resistance and acceptance in the traditional group healing model is solved, and the deep integration and continuous participation of physical and mental healing are achieved.

CN123053405APending Publication Date: 2026-11-06HEQING LIULIGUANG FOREST FARM CO LTD
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Patent Information

Application Number
CN202611364067.2
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2026-09-04
Publication Date
2026-11-06

AI Technical Summary

Technical Problem

Traditional group therapy models are often too serious, which can lead to participants feeling ashamed of mental illness. They also lack in-depth experience sharing and emotional resonance, resulting in low acceptance and insufficient willingness to participate in the long term.

Method used

This method employs a four-dimensional trauma tracing and healing approach that integrates mahjong mechanisms. By matching and configuring four dimensions, and mapping mahjong operations with healing processes, it performs source tracing by matching the tiles with the patient's physical and mental state, generates individual physical and mental state assessment results, and outputs actionable healing practice guidelines for closed-loop integration of group healing.

Benefits of technology

It reduced participants' resistance and participation barriers, enhanced the immersion and acceptance of the healing process, achieved a deep integration of entertainment and social attributes with physical and mental healing functions, and promoted multi-round progressive continuous healing.

✦ Generated by Eureka AI based on patent content.

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Abstract

This invention discloses a four-dimensional psychosomatic trauma tracing and healing method and system that integrates mahjong mechanics, belonging to the field of trauma tracing and healing technology. The method includes the following steps: In the healing game initiation phase, a four-dimensional matching configuration is executed, with the four game directions (east, south, west, north) corresponding to the dimensions of somatic emotions, interpersonal interaction, career development, and self-awareness, respectively. Simultaneously, a mapping relationship is established between mahjong operations and the healing process. During the game, the matching and tracing of the tiles and the mental and physical state are performed, naturally embedding psychosomatic trauma tracing and healing intervention into a mature game interaction process. This significantly reduces participants' resistance to psychological healing and lowers the participation threshold. Unlike traditional consultation-style or lecture-style group healing, participants naturally complete state awareness, trouble tracing, and practice implementation in a familiar mahjong game setting. The social attributes of four-person interaction enhance healing resonance and mutual support.
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Description

Technical Field

[0001] This invention relates to the field of trauma tracing and healing technology, and in particular to a four-dimensional physical and mental trauma tracing and healing method and system that integrates the mechanism of mahjong. Background Technology

[0002] In today's workplace environment, the pace of industry iteration is accelerating and job competition is intensifying. Young employees generally face multiple pressures. On the professional level, they need to quickly adapt to job requirements and clarify their growth path. On the interpersonal level, they need to handle cross-departmental collaboration and establish workplace boundaries. On the personal level, they need to balance the gap between career expectations and reality and build a stable sense of self-worth. As a result, mild to moderate emotional depression, workplace interpersonal friction, and confusion about career direction are common. Although these problems do not reach the level of clinical symptoms, they consume individual energy in the long term, affect work performance and team atmosphere, and generally lack convenient and low-resistance channels for relief.

[0003] Traditional group therapy often takes the form of formal lectures, one-on-one consultations, and structured group counseling. The seriousness of the setting and process can easily lead participants to see themselves as problematic individuals to be intervened on, resulting in stigma and defensiveness, and fostering resistance. At the same time, these models are mostly based on the facilitator's one-way delivery of knowledge and assignment of exercises, with insufficient in-depth experience sharing and emotional resonance among participants. The mutual support and peer healing value inherent in group interaction are not fully activated, ultimately leading to limited acceptance of the therapy content and a generally low willingness to participate in the long term. Summary of the Invention

[0004] The purpose of this invention is to address the shortcomings of existing technologies, such as traditional group psychosomatic healing, which is often conducted in formal forms such as thematic lectures, one-on-one consultations, and structured group counseling. These formalities and processes can easily lead participants to perceive themselves as problematic individuals to be intervened upon. Furthermore, these models are mostly characterized by the facilitator's one-way output of knowledge and assignment of exercises, with insufficient in-depth experience sharing and emotional resonance among participants. Therefore, this invention proposes a four-dimensional psychosomatic trauma tracing and healing method and system that integrates the mechanism of mahjong.

[0005] To achieve the above objectives, the present invention adopts the following technical solution: A four-dimensional psychosomatic trauma tracing and healing method that integrates the mechanisms of mahjong includes the following steps: In the initial stage of the healing game, a four-dimensional matching configuration is implemented, with the four game directions of east, south, west and north corresponding to the dimensions of physical and emotional state, interpersonal interaction, career development, and self-awareness, respectively. At the same time, a mapping relationship is established between mahjong operation and the healing process. During the game, the matching and tracing of the cards and the mental and physical state are performed. Based on the suit and card level of the card drawn by the participant, the corresponding trauma manifestations, internal cognitive causes and real manifestation characteristics are retrieved from the preset four-dimensional mental and physical card library to generate the participant's personal mental and physical state assessment results. Based on the individual's physical and mental state assessment results, a matching healing plan is implemented, and corresponding dimensions and degrees of practical healing practice guidelines are output. After a single game ends, a group healing loop is implemented. Based on all card interaction data of the four players, complementary healing suggestions and a group growth summary are generated to complete the single-round healing loop.

[0006] The above technical solution further includes: Specifically, the process of executing the four-dimensional matching configuration is as follows: The eastern direction corresponds to the aforementioned career development dimension. Participants in this direction will take the lead in identifying career bottlenecks and discussing growth paths for the entire team. The western direction corresponds to the interpersonal interaction dimension mentioned above. Participants in this direction take the lead in sorting out team relationship conflicts and discussing ways to optimize communication patterns. The southern direction corresponds to the somatic emotional dimension, and participants in this direction lead the team in discussing the relationship between emotional awareness and somatic symptoms. The north direction corresponds to the self-awareness dimension mentioned above. Participants in this direction take the lead in sorting out the team's self-awareness patterns and discussing their inner growth.

[0007] Specifically, the preset four-dimensional mind-body card library is divided into four suit groups: The Heart suit corresponds to the somatic emotional dimension, storing data on different levels of emotional repression, somatization symptoms, and unhealthy physical and mental habits. The diamond suit card sets correspond to the interpersonal interaction dimension, storing data on interpersonal conflict manifestations and internal friction patterns at different levels of intimate relationships, parent-child relationships, and workplace relationships; The club suit cards correspond to the aforementioned career development dimensions, storing different levels of career confusion, development bottlenecks, wealth perception biases, and career internal friction characteristic data; The spade suit corresponds to the aforementioned self-awareness dimension, storing data on different levels of self-worth deficiency, cognitive limitations, growth bottlenecks, and internal conflicts.

[0008] Specifically, the process of matching and tracing the execution of the cards with the physical and mental state is as follows: The severity of mental and physical distress is matched according to the numbers on the cards. Level A corresponds to the original state of mental and physical harmony, numbers 2 to 10 correspond to the levels of distress from shallow to deep, and J, Q, and K correspond to fixed behavioral and cognitive patterns and higher-level growth states. The dimensional features corresponding to the current card are coupled with the basic information entered by the participant to generate the personal physical and mental state assessment result. The personal physical and mental state assessment result is used to reflect the cause of the participant's current distress, the type of problem, and the severity of the problem in the corresponding dimension.

[0009] Specifically, the process of matching the healing plan is as follows: Based on the dimensions and levels of distress obtained from the source tracing, corresponding intervention methods are matched from a pre-set healing program library. The pre-set healing program library includes five types of intervention systems: cognitive adjustment exercises, emotional catharsis exercises, mindfulness awareness exercises, behavior correction exercises, and group mutual support exercises. The guidelines provide mini-practice instructions for single card output that can be implemented on the same day, and a phased healing implementation plan for the output of complete card patterns in a whole game.

[0010] Specifically, the mapping rules between the mahjong operation and the healing process are as follows: The card-eating action corresponds to the shortcomings and healing, and generates corresponding ability improvement practice guidance for participants based on the dimensions of the cards they eat; The card-matching action corresponds to resonance and empathy healing, identifies the common distress patterns of the two participants who triggered the card match, and generates guidance for two-person sharing and mutual healing; The "Lianpai" operation corresponds to in-depth group intervention, triggering in-depth discussions and collective guidance for all participants in the corresponding dimensions, and generating group co-cultivation healing guidelines; The process of winning a hand corresponds to a single stage of growth, generating a summary of healing and confirmation of growth for the participants in the corresponding dimension of distress.

[0011] Specifically, it also includes a supplementary evaluation step for hand types, the specific process of which is as follows: Identify the hand combinations of participants. If it is a pure suit hand, it indicates that there is a prominent problem and cognitive rigidity in the corresponding single dimension. If it is a mixed suit hand, it indicates that there is mutual influence and tension in the mental and physical state across multiple dimensions. If it is a pair-heavy hand, it indicates that there are characteristics of cognitive rigidity and self-isolation. Based on the identified card pattern characteristics, the results of the individual's physical and mental state assessment are supplemented and optimized.

[0012] Specifically, it also includes a multi-round PDCA closed-loop iteration step, the specific process of which is as follows: Planning phase: Before the game, participants enter their healing goals and match them with the core healing topics of the corresponding dimension; Implementation phase: During the game, the corresponding healing exercises and discussion guidance will be pushed and executed in real time. Post-game analysis: After the game, a healing post-game report is generated, summarizing the trigger points of distress, the completion rate of practice, and changes in cognition; Iteration phase: Based on the replay results, generate a healing upgrade plan for the next round of the game, and adjust the card matching weight and the strength of the healing plan.

[0013] Specifically, it also includes multiple rounds of advanced healing processes, which are as follows: Nine consecutive complete healing games are played, each corresponding to a healing theme at a different growth level; After all nine games are completed, a comprehensive healing summary report is generated, which includes a phased healing effect assessment in four dimensions: physical and emotional states, interpersonal interactions, career development, and self-awareness, as well as suggestions for subsequent personal growth planning and group growth.

[0014] A four-dimensional physical and mental trauma tracing and healing system that integrates the mahjong mechanism, using the aforementioned four-dimensional physical and mental trauma tracing and healing method that integrates the mahjong mechanism, includes a game configuration module, a four-dimensional physical and mental card library module, a state analysis module, a healing plan generation module, and a group closed-loop module. The game configuration module is used to construct a four-player, four-way healing game and complete the mapping configuration and interactive response between the mahjong operation and the healing process. The four-dimensional mind-body card library module is used to store the manifestations, causes, and card-level hierarchical data of mind-body distress corresponding to the four suits. The state analysis module is used to match and generate the individual physical and mental state assessment results and the supplementary analysis results of the card pattern based on the card data extracted by the participants. The healing plan generation module is used to match and output feasible healing practice plans of corresponding dimensions and levels based on the individual's physical and mental state assessment results. The group closed-loop module is used to integrate the card data of all players in the game and generate group healing suggestions, review reports and multi-round iterative growth plans.

[0015] The present invention has the following beneficial effects: In this invention, the tracing of the source of physical and mental trauma and healing intervention are naturally embedded in a mature game interaction process, which greatly reduces participants' resistance to psychological healing and the threshold for participation. Unlike traditional consultation-style or lecture-style group healing, participants naturally complete state awareness, trouble tracing, and practice in a familiar mahjong game scenario. By leveraging the social attributes of four-person interaction, healing resonance and mutual support are strengthened, which not only improves the immersion and acceptance of the healing process, but also makes it easier to promote multi-round progressive continuous healing in the long term, and achieves a deep integration of entertainment and social attributes with physical and mental healing functions. Attached Figure Description

[0016] Figure 1 This is the overall process of the four-dimensional physical and mental trauma tracing and healing method that integrates the mahjong mechanism proposed in this invention; Figure 2This is a diagram showing the mapping relationship between mahjong operation and healing process in this invention; Figure 3 This is a diagram of the multi-round game PDCA closed-loop iteration and nine-game advanced mechanism in this invention. Detailed Implementation

[0017] 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. Example 1

[0018] like Figures 1-3 As shown, the present invention proposes a four-dimensional physical and mental trauma tracing and healing method that integrates the mechanism of mahjong, comprising the following steps: In the initial stage of the healing game, a four-dimensional matching configuration is implemented, with the four game directions of east, south, west and north corresponding to the dimensions of physical and emotional state, interpersonal interaction, career development, and self-awareness, respectively. At the same time, a mapping relationship is established between mahjong operation and the healing process. During the game, the matching and tracing of the cards and the mental and physical state are performed. Based on the suit and card level of the card drawn by the participant, the corresponding trauma manifestations, internal cognitive causes and real manifestation characteristics are retrieved from the preset four-dimensional mental and physical card library to generate the participant's personal mental and physical state assessment results. Based on the individual's physical and mental state assessment results, a matching healing plan is implemented, and corresponding dimensions and degrees of practical healing practice guidelines are output. After a single game ends, a group healing loop is implemented. Based on all card interaction data of the four players, complementary healing suggestions and a group growth summary are generated to complete the single-round healing loop.

[0019] Furthermore, the first step is the four-dimensional matching and configuration phase of the healing game initiation stage. Before implementation, the host or supporting system completes the basic rule setting. On the one hand, according to the corresponding rules of East corresponding to career development dimension, West corresponding to interpersonal interaction dimension, South corresponding to physical and emotional dimension, and North corresponding to self-awareness dimension, the four game positions of East, South, West and North are bound to the corresponding dimension of healing guidance responsibility. Participants seated in each position will take on the role of initiating topics, sharing experiences and providing mutual assistance guidance in the corresponding dimension in this game. On the other hand, the mapping definition of mahjong operation and healing process is completed. Drawing a tile is defined as receiving prompts of the current physical and mental state, playing a tile is defined as actively releasing the obsession and internal friction of the corresponding dimension, eating a tile is defined as accepting one's own shortcomings and supplementing the corresponding dimension's ability, ponging a tile is defined as identifying common troubles among teammates and conducting resonance sharing, konging a tile is defined as triggering the team's in-depth analysis and collective healing of the corresponding dimension, and winning a hand is defined as passing the single-topic stage of healing in the corresponding dimension. The competitive operation of traditional mahjong is completely transformed into healing interactive actions. Secondly, there is the matching and tracing of the cards and mental and physical states during the game. Before implementation, a four-dimensional mental and physical card library is pre-built as data support. The card library is divided into four groups according to the four suits: hearts, diamonds, clubs, and spades. Each group corresponds to the mental and physical state level from mild to severe according to the card level from A to K. Each card library data includes the typical trauma manifestations, internal cognitive causes, and real-life manifestations under that dimension and level. During the game, every time a participant draws a card, the host or supporting system locks the corresponding mental and physical dimension according to the suit of the card and the severity of the distress according to the card's number level. The corresponding entry is retrieved from the card library and then coupled and verified with the basic information such as the participant's recent life status and distress complaints filled in before the game. After excluding entries that do not match the participant's actual situation, the current personal mental and physical state assessment result of the participant is generated, clarifying the core distress points, causes, and external manifestations. Next is the healing plan matching stage. Before implementation, a hierarchical healing practice library is pre-configured, covering three levels: daily micro-actions, short-term exercises, and phased plans. The facilitator or supporting system matches appropriate intervention content from the practice library based on the dimensions and severity of the individual's physical and mental state assessment results, and outputs healing practice guidelines that can be directly implemented. For a single game, micro-exercises that can be completed on the same day are output, and for the overall state of multiple games, phased practice plans are output. Finally, there is the group healing closed-loop integration stage after the end of a single game. This stage does not use the traditional Mahjong win or loss as the evaluation standard, but collects all the interaction data of the four players in the game, including drawing, playing, eating, ponging, konging, and winning. It counts the frequency of the occurrence of each dimension of the cards, the triggering of interpersonal interactions, and the participation of each aspect, analyzes the common problems, energy distribution, and complementary spaces of the whole team, and then generates four-way complementary healing suggestions and a group growth summary for the whole team, completing the single-round healing closed loop. For example, in a four-person offline healing session for young professionals, the four participants were seated according to the rules in the four card positions: east, south, west, and north. The person sitting in the south position was a graphic designer who often worked overtime at his desk. During the session, he drew the number 6 of hearts. The facilitator retrieved the corresponding item for level 6 of the somatic emotional dimension from a pre-constructed four-dimensional mind-body card library: typical traumatic manifestations include long-term suppressed emotions, chest tightness and shortness of breath, with the internal cognitive cause being a habit of being strong and unwilling to show weakness or ask for help, and the actual manifestations being dry cough, stiff neck and shoulders, and shallow sleep. After coupling and verifying the basic information filled in by the participant beforehand, such as "recent project rush, frequent late nights, chest tightness and dry cough, and shoulder and neck pain", a personal physical and mental state assessment result was generated, which determined that the participant had moderate repression and internal consumption in the somatic and emotional dimension, and the core problem was the somatization reaction caused by long-term emotional suppression. Subsequently, the facilitator matched and output the healing practice guidelines that could be implemented on the same day from the healing practice library: "Complete two 5-minute abdominal breathing exercises on the same day, and proactively inform your direct supervisor about your current workload before leaving get off work". After each round, the facilitator integrated all the card interaction data and found that the interpersonal dimension cards corresponding to the diamond suit appeared most frequently, and the participant sitting in the west position triggered multiple card combinations with the other two. The career development dimension cards corresponding to the club suit appeared least frequently. Based on this, a group growth summary was generated: "The team has recently experienced significant internal friction in interpersonal communication and insufficient attention to career development issues." The facilitator then provided complementary healing suggestions: "In the next round, the participant in the east position will lead the sharing of career development experiences, the participant in the west position will guide the team to sort out the internal friction points in interpersonal communication, the participant in the south position will lead everyone in a 5-minute shoulder and neck relaxation exercise, and the participant in the north position will lead a personal growth review." This completes the full healing loop of the single round.

[0020] The specific process of executing the four-dimensional matching configuration is as follows: The eastern direction corresponds to the career development dimension. Participants in this direction take the lead in identifying career bottlenecks and discussing growth paths for the entire team. The western direction corresponds to the interpersonal interaction dimension. Participants in this direction take the lead in sorting out team relationship conflicts and discussing ways to optimize communication patterns. The south direction corresponds to the somatic and emotional dimension. Participants in this direction lead the team in discussing the relationship between emotional awareness and physical symptoms. The north direction corresponds to the self-awareness dimension. Participants in this direction take the lead in sorting out the team's self-awareness patterns and discussing their inner growth.

[0021] Furthermore, the four-dimensional matching configuration is the division of labor setting stage in the healing game initiation phase. The core is to bind the four physical game positions of East, South, West, and North with four healing dimensions: career development, interpersonal interaction, physical and emotional, and self-awareness. Each participant in each position is given the responsibility of leading and guiding in the corresponding dimension, so that the four people are transformed from traditional mahjong opponents into healing collaboration subjects with different focuses, ensuring that the topics of each dimension can be carried out in an orderly and in-depth manner during the game. The eastern direction is associated with the career development dimension. Participants seated in this direction are required to initiate the career topic of this round. When the corresponding card appears, they should take the lead in organizing the whole team to sort out their own career bottlenecks and development confusions, and discuss growth paths and career planning together. The western orientation is associated with the interpersonal interaction dimension. Participants seated in this orientation act as facilitators for interpersonal issues, leading the team to analyze conflict scenarios in intimate relationships, parent-child relationships, and workplace relationships, review their respective communication patterns, and explore ways to optimize interpersonal friction. The south direction is associated with the body and emotions dimension. The participant sitting in this direction acts as the leader of mind-body awareness, taking the lead in guiding the whole team to be aware of their current emotional state, connecting the correspondence between emotional feelings and physical symptoms, and sharing the manifestations and regulation methods of emotional somatization. The north direction is associated with the dimension of self-awareness. Participants who sit in this direction act as facilitators of inner growth, leading the team to sort out their self-awareness patterns and explore their sense of self-worth, inner obstacles, and directions for deeper growth.

[0022] The pre-set four-dimensional mind-body card deck is divided into four suits: The Heart suit corresponds to the somatic and emotional dimension, storing data on different levels of emotional repression, somatization symptoms, and unhealthy physical and mental habits. The diamond suits correspond to the interpersonal interaction dimension, storing data on interpersonal conflict manifestations and internal friction patterns at different levels of intimate relationships, parent-child relationships, and workplace relationships; The club suit cards correspond to the career development dimension, storing data on different levels of career confusion, development bottlenecks, wealth perception biases, and career internal friction characteristics. The spade suit corresponds to the dimension of self-awareness, storing data on different levels of lack of self-worth, cognitive limitations, growth bottlenecks, and internal conflicts.

[0023] The specific process of matching and tracing the relationship between the cards and the physical and mental state is as follows: The severity of mental and physical distress is matched according to the numbers on the cards. Level A corresponds to the original state of mental and physical harmony, numbers 2 to 10 correspond to the levels of distress from shallow to deep, and J, Q, and K correspond to fixed behavioral and cognitive patterns and higher-level growth states. The dimensional features corresponding to the current card are coupled with the basic information entered by the participant to generate a personal mental and physical state assessment result. The personal mental and physical state assessment result is used to reflect the cause of the participant's current distress, the type of problem, and the severity of the problem in the corresponding dimension.

[0024] Furthermore, the pre-defined four-dimensional mind-body card library is a standardized underlying database supporting card interpretation. It is constructed entirely using the four-suit classification framework of Mahjong. The four suits correspond to four mind-body dimensions, and the corresponding data is stored hierarchically by suit level within each suit. The Heart suit corresponds to the somatic emotion dimension, storing data on various emotional expressions, physical symptoms, and unhealthy mind-body habits ranging from mild emotional suppression to severe somatization reactions. The Diamond suit corresponds to the interpersonal interaction dimension, storing data on conflict manifestations, internal friction patterns, and relationship troubles in various scenarios such as intimate relationships, parent-child relationships, and workplace relationships. The Club suit corresponds to the career development dimension, storing data on various career troubles such as career confusion, development bottlenecks, wealth perception bias, and career burnout. The Spade suit corresponds to the self-awareness dimension, storing data on deep psychological states such as lack of self-worth, cognitive limitations, growth bottlenecks, and internal conflicts.

[0025] When matching the cards with the participants' mental and physical states, the severity of mental and physical distress is first matched based on the numbers or letters on the cards. Level A corresponds to a harmonious state of mind and body with no obvious distress. Numbers 2 to 10 correspond to ten levels of distress, from mild to severe. J, Q, and K correspond to three higher-level stages: solidified behavioral patterns, deep internal conflict, and state reconstruction, respectively. After determining the level, all feature data for the corresponding level in the corresponding dimension are retrieved and then coupled and verified with the basic information entered by the participants beforehand, such as their personal information, recent life events, and subjective complaints of distress. Feature items that do not match the participants' actual situation are excluded. Finally, a personal mental and physical state assessment result is generated, which clarifies the causes, types, and severity of the participants' current distress in the corresponding dimension.

[0026] The specific process of implementing a healing plan matching is as follows: Based on the dimensions and levels of distress obtained from the source tracing, corresponding intervention methods are matched from the pre-set healing plan library. The pre-set healing plan library includes five types of intervention systems: cognitive adjustment exercises, emotional catharsis exercises, mindfulness awareness exercises, behavior correction exercises, and group mutual support exercises. The guidelines provide mini-practice instructions for single card output that can be implemented on the same day, and a phased healing implementation plan for the output of complete card patterns in a whole game.

[0027] Furthermore, the matching of healing plans is the practical intervention step after tracing the root causes of physical and mental trauma. Its workflow is supported by a pre-set healing plan library. First, based on the dimensions of distress, severity level, and core causes obtained from the aforementioned card-based source tracing, suitable intervention methods are matched from the pre-set healing plan library. The pre-set healing plan library has five types of differentiated intervention systems: cognitive adjustment exercises for distress such as cognitive bias and distorted inner beliefs, used to correct irrational thought patterns; emotional catharsis exercises for distress such as emotional repression and emotional accumulation, used to release accumulated negative emotions; and mindfulness awareness exercises for distress such as emotional internal consumption and somatization reactions, used to improve the sensitivity of physical and mental perception. Behavioral modification exercises target problems such as bad habits and blurred boundaries, and are used to adjust daily behavior patterns; group mutual support exercises target problems such as interpersonal conflicts and self-isolation, and use interpersonal interaction to achieve healing; the matching process follows a tiered output rule, and for each single card drawn by a participant, it outputs a simple micro-exercise guide that can be completed on the same day, ensuring that the healing actions are implemented immediately; for the complete card pattern and overall physical and mental state assessment after a single game, it outputs a phased healing implementation plan covering several days to several weeks, forming a continuous intervention loop.

[0028] For example, if a participant draws the 8 of Diamonds, the system determines that they experience moderate internal conflict in interpersonal interactions, with their core concern being blurred boundaries due to ingratiating behavior in the workplace. The system then matches two intervention methods from its solution library: behavioral correction exercises and cognitive adjustment exercises. For each card, the system provides a mini-exercise guide for the day: "Complete one reasonable refusal exercise in the work environment today. When faced with a colleague's request for extra work outside of their job responsibilities, respond clearly with the statement, 'I am currently handling higher-priority work and cannot accept it at the moment.' Record your emotional changes afterward." This is accompanied by a one-minute cognitive adjustment recitation exercise: "My professional value does not need to be proven by ingratiating myself with others without any bottom line." If, after a single round of play, the complete card analysis assesses that the participant's overall problem is primarily interpersonal conflict accompanied by mild career confusion, a two-week phased healing implementation plan is provided. This plan includes three boundary behavior exercises per week, one career growth review per week, and five minutes of mindfulness awareness exercises every two days. The system also specifies the detailed steps and duration requirements for each exercise, forming a feasible and continuous healing plan.

[0029] The specific rules for mapping mahjong gameplay to therapeutic processes are as follows: The card-eating action corresponds to the shortcomings and healing, and generates corresponding ability improvement practice guidance for participants based on the dimensions of the cards they eat; The card-matching action corresponds to resonance and empathy healing, identifies the common distress patterns of the two participants who triggered the card match, and generates guidance for two-person sharing and mutual healing; The kan tile operation corresponds to in-depth group intervention, triggering in-depth discussions and collective guidance for all members in the corresponding dimension, and generating group co-cultivation healing guidelines; The hu tile operation corresponds to the phased growth of a single subject, generating a phased healing summary and growth confirmation for the corresponding distress dimension of the hu tile participant.

[0030] Further, the mapping rule between mahjong operations and healing sessions in this section maps the four core interactive operations of chi tile, peng tile, kan tile, and hu tile in the traditional mahjong game one by one to healing sessions of different levels, transforming the competitive actions originally aimed at winning the game into healing interactions for the purpose of self-awareness, mutual assistance healing, and common growth. Each operation corresponds to a clear healing logic and output content: the chi tile operation corresponds to shortboard supplement healing. When a participant completes the suit or number sequence of their hand tiles by chi tile, their own ability shortboard in the dimension corresponding to the tile face is correspondingly identified, and targeted ability supplement exercise guidelines are generated, focusing on making up for weaknesses at the individual level; the peng tile operation corresponds to resonance and empathy healing. When two participants trigger a peng tile due to the same tile face, it is determined that the two have a common distress pattern in the corresponding dimension, which is used to guide the two to share their respective experiences and feelings, generate healing guidelines for two-person sharing and mutual assistance, focusing on resonance support at the two-person level; the kan tile operation corresponds to in-depth group intervention. When the kan tile operation is triggered, it means that the topic of the corresponding dimension presents commonality and depth in the whole team, thereby initiating in-depth discussions and collective guidance for the whole team on this dimension, generating group co-cultivation healing guidelines, focusing on in-depth healing at the all-member level; the hu tile operation corresponds to the phased growth of a single subject. When a participant wins by hu tile, the result is no longer competitive victory, but it is determined that the participant has achieved a phased breakthrough in the current healing subject of the corresponding dimension, generating a phased healing summary and growth confirmation for the corresponding dimension, focusing on consolidating the individual's phased achievements.

[0031] It also includes a supplementary evaluation step for game tile patterns, and the specific process of the supplementary evaluation step for game tile patterns is as follows: Identify the hand tile combination pattern of the participant. If it is a flush pattern, it is determined that there are prominent distress and cognitive solidification in a single corresponding dimension; if it is a mixed suit pattern, it is determined that there is mutual influence of multiple dimensions and physical and mental state tugging; if it is a pair-dense pattern, it is determined that there are state characteristics of cognitive stubbornness and self-isolation; Based on the identified tile pattern features, the personal physical and mental state evaluation result is supplemented and optimized.

[0032] Further, the game tile pattern supplementary evaluation is a link that further identifies deep cognitive patterns and state features through the combined structural features of the participant's overall hand tiles on the basis of tracing each single tile face one by one, and supplements and optimizes the personal physical and mental state evaluation result, so as to make up for the one-sidedness of single tile interpretation and more accurately reflect the overall physical and mental pattern of the person concerned; its specific implementation process is: First, identify the participant's hand combination. If it is a pure suit hand, meaning the hand is concentrated in a single suit, it indicates that the participant's mental and physical distress is highly concentrated in the corresponding dimension, with cognitive solidification and over-focus characteristics in that dimension. It is determined that there is prominent distress and cognitive solidification in the corresponding single dimension. If it is a mixed suit hand, meaning the hand is mainly of one suit with a small amount of other suits, it indicates that the distress in the main dimension has spread to other dimensions. The mental and physical problems in different dimensions affect and influence each other, indicating that there is mutual influence and mental and physical tension in multiple dimensions. If the hand has a high proportion of pairs of the same number cards, it indicates that the person has strong obsessive thinking and behavioral inertia, tends to be fixed in a specific pattern and is difficult to adjust flexibly, indicating cognitive stubbornness and self-isolation. Finally, the identified hand pattern characteristics are integrated into the assessment results obtained from the previous single card tracing to supplement the deep pattern judgment and optimize the comprehensiveness and depth of the personal physical and mental state assessment. For example, a participant had 13 cards in their hand, 11 of which were diamonds and only 2 were hearts, forming a mixed suit hand. The initial assessment, based on tracing each card individually, indicated "moderate internal conflict in interpersonal interactions, accompanied by mild physical tension." Further assessment using the card type revealed that their interpersonal distress had spread to the physical and emotional dimension, exhibiting a mind-body linkage pattern where interpersonal conflict triggered physical reactions. Therefore, the original assessment was supplemented with the description "interpersonal internal conflict has a somatic component; physical symptoms such as chest tightness and shoulder tension are easily experienced after interpersonal conflict." The optimized assessment more accurately reflected the participant's mind-body linkage state and provided a basis for subsequent treatment plans to simultaneously cover interpersonal adjustment and physical relaxation.

[0033] It also includes a PDCA closed-loop iteration step for multiple rounds of gameplay. The specific process of the PDCA closed-loop iteration step for multiple rounds of gameplay is as follows: Planning phase: Before the game, participants enter their healing goals and match them with the core healing topics of the corresponding dimension; Implementation phase: During the game, the corresponding healing exercises and discussion guidance will be pushed and executed in real time. Post-game analysis: After the game, a healing post-game report is generated, summarizing the trigger points of distress, the completion rate of practice, and changes in cognition; Iteration phase: Based on the replay results, generate a healing upgrade plan for the next round of the game, and adjust the card matching weight and the strength of the healing plan.

[0034] It also includes multiple rounds of advanced healing processes, which are as follows: Nine consecutive complete healing games are played, each corresponding to a healing theme at a different growth level; After all nine games are completed, a comprehensive healing summary report is generated, which includes a phased healing effect assessment in four dimensions: physical and emotional states, interpersonal interactions, career development, and self-awareness, as well as suggestions for subsequent personal growth planning and group growth.

[0035] Furthermore, the PDCA closed-loop iteration of multiple rounds of games, together with the multi-round advanced healing process, constitutes a continuous healing mechanism that connects short and long cycles. The PDCA closed-loop iteration is a cyclical optimization logic fully executed in each game, specifically divided into four stages: The planning stage: Before each game begins, participants input their core concerns and healing goals. The system then matches corresponding core healing topics and pre-adjusts the dimensional weights and topic biases of the cards in this game to better suit the participants' current needs; The execution stage: Throughout the entire game, corresponding healing practice guidance is pushed in real-time based on card drawing, eating, ponging, konging, and winning interactions, while simultaneously guiding discussions on topics related to the corresponding dimensions, ensuring that healing actions are implemented promptly as the game progresses; The debriefing stage: After each game, the system integrates the card data, participant practice feedback, and changes in subjective state to generate a healing debriefing report, systematically summarizing the triggering scenarios of the concerns in this game, and the healing... The system quantifies the achievement of healing goals by assessing the completion rate of practice and changes in participants' cognitive behavior. In the iteration phase, a healing upgrade plan for the next round is generated based on the review results, with targeted adjustments to the matching weights of the card dimensions and the intensity and difficulty of the healing plan to achieve precise advancement in each round. The multi-round advanced healing process extends the single-round PDCA cycle to a long-term, in-depth healing system of nine rounds, continuously executing nine complete healing rounds. Each round corresponds to a healing theme at a progressively deeper level of growth, covering the complete growth path from initial awareness, problem breakdown, and skill practice to deep integration and consolidation. After all nine rounds are completed, the system summarizes the review data and changes in state before and after each round, generating a comprehensive healing summary report. This report includes a phased healing effect assessment across four dimensions: physical and emotional states, interpersonal interaction, career development, and self-awareness. It also generates subsequent personal long-term growth plans and group collaborative growth suggestions.

[0036] A four-dimensional physical and mental trauma tracing and healing system that integrates mahjong mechanics, which applies a four-dimensional physical and mental trauma tracing and healing method that integrates mahjong mechanics, including a game configuration module, a four-dimensional physical and mental card library module, a state analysis module, a healing plan generation module, and a group closed-loop module. Among them, the game configuration module is used to construct a four-player, four-way healing game, and complete the mapping configuration and interactive response between mahjong operation and healing process; The four-dimensional mind-body card library module is used to store the manifestations, causes, and card-level hierarchical data of mind-body distress corresponding to the four suits. The status analysis module is used to match and generate individual physical and mental status assessment results and supplementary card pattern analysis results based on the card data extracted by the participants; The healing plan generation module is used to match and output feasible healing practice plans of corresponding dimensions and levels based on the individual's physical and mental state assessment results. The group closed-loop module is used to integrate the card data of all players in the game and generate group healing suggestions, review reports and multi-round iterative growth plans.

[0037] Furthermore, this four-dimensional physical and mental trauma tracing and healing system, which integrates the mahjong mechanism, is a structured operational carrier that carries the aforementioned healing methods. It consists of five functional modules that work together to complete the entire process from game setup, card interpretation, state assessment to solution generation and group closed loop: The game configuration module serves as the basic configuration unit of the system. It is responsible for building a four-person, four-way healing game framework, completing the binding configuration of the four physical and mental dimensions of the four cardinal directions (east, south, west, and north) with physical emotions, interpersonal interaction, career development, and self-awareness. It presets the mapping rules of various mahjong operations such as drawing, eating, ponging, konging, and winning, and corresponding healing steps. At the same time, it responds to the operation interaction during the game in real time and triggers corresponding healing actions. The four-dimensional mind-body card library module serves as the system's data foundation. It is divided into four suits (hearts, diamonds, clubs, and spades) corresponding to four dimensions. Within each dimension, standardized data such as the manifestations of mental and physical distress, their underlying causes, and their actual manifestations are stored hierarchically according to card levels from A to K, providing data support for state analysis. The state analysis module, as the core computing unit of the system, receives the card data extracted by the participants. It first retrieves the corresponding feature data from the four-dimensional mind-body card library module based on the suit and card level. This data is then coupled with the participants' pre-entered personal basic information and recent life status data to generate an individual mental and physical state assessment result. At the same time, it identifies the overall hand structure of the participants and supplements the deep cognitive pattern characteristics corresponding to hand types such as pure suit, mixed suit, and dense pairs, optimizing the comprehensiveness of the assessment results. The healing plan generation module, as the system's implementation output unit, receives the evaluation results output by the state analysis module. Based on the dimensions, levels, and core causes of the distress, it matches appropriate healing content from five preset intervention systems: cognitive adjustment, emotional catharsis, mindfulness awareness, behavior correction, and group mutual support. For each card, it outputs a micro-practice guide that can be executed on the same day, and for the overall state, it outputs a phased healing implementation plan. The group closed-loop module serves as the system's group integration and iteration unit. After a single game, it integrates all card interaction data, status assessment results, and healing execution feedback from the four participants to generate complementary healing suggestions for the entire team and a single game healing debriefing report. Simultaneously, based on PDCA cycle logic, it generates iterative growth plans for multiple rounds of games, achieving continuous optimization and advancement of the healing effect. For example, when applied to a corporate employee psychological support scenario, the game configuration module first sets up an online healing game for the four employees, completing the location dimension binding and operation mapping configuration; The four-dimensional physical and mental card library module pre-stores physical and mental data such as occupational burnout, interpersonal internal friction, and emotional pressure adapted to workplace groups; each time an employee draws a card, the state analysis module retrieves the corresponding data from the card library, generates a personal physical and mental state assessment in combination with the workplace state information submitted by the employee, and simultaneously identifies the hand card pattern to supplement the cognitive mode judgment; the healing solution generation module then matches and outputs corresponding exercise guidelines for workplace stress reduction, interpersonal boundary establishment, etc.; after a single round ends, the group closed-loop module integrates the data of four people to generate group healing suggestions and a review report, and generates an iterative optimization scheme for the next round. The entire system realizes the systematic and standardized implementation and operation of mahjong mechanism and physical and mental trauma healing through orderly collaboration between modules. Embodiment 2

[0038] As Figures 1-3 shown, on the basis of Embodiment 1, this is an embodiment of an application scenario. The administrative department of an Internet startup company organized 4 new employees who have been employed for 3 months to carry out an offline group healing salon to alleviate the physical and mental internal friction of new employees during the onboarding adaptation period and improve team integration, and applied this four-dimensional physical and mental trauma tracing healing system integrated with a mahjong mechanism to carry out activities. The specific implementation process is as follows: In the activity preparation stage, the company's EHS specialist acts as the host to complete the basic setup through the game configuration module of the system: arrange 4 employees to sit in the four directions of east, west, south and north, where the product position employee Zhang sits in the east position and takes the lead in the occupational development dimension topic; the operation position employee Li sits in the west position and takes the lead in the interpersonal interaction dimension topic; the design position employee Wang sits in the south position and takes the lead in the physical emotion dimension topic; the test position employee Chen sits in the north position and takes the lead in the self-cognition dimension topic; at the same time, complete the mapping configuration of mahjong operations and healing links, and clarify the rules that drawing a card corresponds to receiving adaptation period state prompts, chowing a card corresponds to making up for one's own adaptation shortcomings, ponging a card corresponds to resonating with similar adaptation troubles, konging a card corresponds to collective in-depth sorting of adaptation problems, and winning a hand corresponds to a phased breakthrough in dimension adaptation; the four-dimensional physical and mental card library module of the system pre-imports layered data adapted to the new workplace group, the red heart suit card set stores data such as emotional depression during the onboarding period, physical symptoms caused by overtime, and bad habits of forcing oneself to carry on, the diamond suit card set stores data such as poor cross-departmental communication, workplace people-pleasing patterns, and interpersonal internal friction in the new environment, the club suit card set stores data such as confusion about career direction, unclear growth paths, and deviation in new employee career positioning, and the spade suit card set stores data such as self-doubt of ability, self-denial during the adaptation period, and growth bottlenecks.

[0039] During the game's execution phase, the system's status analysis module responds to the card data in real time: When Wang, in the South position, draws the number 7 of hearts, the system first locks in the physical and emotional dimension based on the heart suit, then matches the moderate level of distress based on the number 7, and retrieves the corresponding entry from the four-dimensional mind-body card library module: the root of the emotion is overload of stress during the adaptation period and a habit of stubbornly shouldering tasks without daring to show weakness; the physical characteristics are stiff shoulders and neck, lower back pain, and shallow sleep; the bad habits are passively taking on extra work and never proactively reporting the workload. Combined with the basic information Wang entered beforehand, such as "rapid iteration of requirements after joining the company, frequent all-nighters to meet deadlines, shoulder and neck pain for two weeks, difficulty falling asleep, and being embarrassed to ask the leader for a reduction in workload," the system performs coupling verification and removes mismatched features such as "gastrointestinal discomfort and chronic migraines," generating a personal mind-body state assessment result: moderate internal friction in the physical and emotional dimension, the core of which is emotional suppression and somatization reaction caused by overload of stress during the onboarding period, with a severity level of 7. The system's healing plan generation module then matched two intervention methods: mindfulness awareness practice and behavior modification, outputting a micro-practice guide that could be implemented that day: "Before leaving get off work that day, proactively report your current workload and schedule to your direct leader, and complete a 5-minute shoulder and neck scanning mindfulness stretching exercise." During the game, Li played the 6 of Diamonds, and both Zhang and Chen were able to match and trigger a "pong," with Li ultimately completing the pong, triggering the resonance and empathy healing mechanism. The state analysis module identified that both individuals shared a common distress pattern of "not daring to refuse additional cross-departmental requests" in the new environment. The healing plan generation module then generated a two-person mutual support healing guide: "Each of you should share one communication scenario you were afraid to refuse after joining the company this week, and give each other practical suggestions on establishing boundaries." In the later stages of a single game, the system's status analysis module simultaneously conducted a supplementary assessment of the hand. It identified that among Wang's 13 cards, 9 were hearts, 3 were diamonds, and 1 was clubs, which constituted a mixed suit hand. Based on this, it was further determined that his physical and emotional distress had spread to the interpersonal dimension, and that he exhibited a psychosomatic pattern of avoiding communication when under pressure. The original assessment results of his physical and mental state were supplemented and optimized.

[0040] After a single game, the system's group closed-loop module integrates all card interaction data from the four players. Statistics show that the Hearts (body and emotions) cards had the highest percentage, followed by Clubs (career development) cards, and the Spades (self-awareness) cards had the lowest percentage. Diamonds cards were triggered most frequently. Based on this, four complementary healing suggestions are generated: in the next game, Zhang (East) will lead the sharing of new employee career growth experiences; Li (West) will guide the entire team in reviewing cross-departmental communication models; Wang (South) will lead the team in a 5-minute relaxation exercise; and Chen (North) will lead a round of self-affirmation exercises. Simultaneously, a single-game healing review report is generated, outlining each person's core concerns, the completion rate of the day's exercises, and initial feelings, completing the single-round healing loop.

[0041] Subsequent activities proceeded according to a multi-round, PDCA (Plan-Do-Check-Act) closed-loop iterative mechanism: In the planning phase before each round, employees entered their healing goals, and the system matched corresponding core topics and adjusted the weighting of card dimensions. For example, in the second round, if employee Wang entered the goal of "learning to proactively report workload," the system would appropriately increase the proportion of high-level cards in the heart dimension and increase the matching weighting of communication exercises. During the execution phase, healing exercises and discussion guidance were pushed out in real time as the round progressed. In the debriefing phase, a debriefing report was generated for each round, quantitatively assessing goal achievement. In the iteration phase, the intensity and focus of the healing plan for the next round were adjusted based on the debriefing results. This salon conducted nine consecutive rounds of advanced healing, with the themes being: adaptation period awareness, emotional stress management, interpersonal communication practice, career direction exploration, self-awareness debriefing, boundary capability establishment, team integration and interaction, mind-body integration, and growth pattern solidification. Each round was iteratively optimized based on the debriefing results of the previous round, gradually increasing the depth of healing.

[0042] After all nine activities concluded, the system's group closed-loop module generated a comprehensive healing summary report: Data showed that the average level of distress in the four employees' somatic emotional dimension decreased from 6.5 to 3, the interpersonal interaction dimension decreased from 5.8 to 2.5, the career development dimension of confusion decreased from 7 to 3.5, and the self-awareness dimension of self-denial decreased from 6 to 2. At the same time, personalized follow-up growth plans were output, such as the suggestion for Wang to "practice proactive feedback on workload twice a week and conduct a career growth review once a month"; and the group growth suggestion for the team to "hold a new employee tea party once a month and establish a cross-departmental needs docking mechanism", thus fully completing the full-cycle healing implementation from short-term physical and mental adjustment to long-term team integration.

[0043] Although embodiments of the invention have been shown and described, it will be understood by those skilled in the art that various changes, modifications, substitutions and alterations can be made to these embodiments without departing from the principles and spirit of the invention, the scope of which is defined by the appended claims and their likenesses.

Claims

1. A four-dimensional method for tracing and healing physical and mental trauma by integrating the mechanisms of Mahjong, characterized in that, Includes the following steps: In the initial stage of the healing game, a four-dimensional matching configuration is implemented, with the four game directions of east, south, west and north corresponding to the dimensions of physical and emotional state, interpersonal interaction, career development, and self-awareness, respectively. At the same time, a mapping relationship is established between mahjong operation and the healing process. During the game, the matching and tracing of the cards and the mental and physical state are performed. Based on the suit and card level of the card drawn by the participant, the corresponding trauma manifestations, internal cognitive causes and real manifestation characteristics are retrieved from the preset four-dimensional mental and physical card library to generate the participant's personal mental and physical state assessment results. Based on the individual's physical and mental state assessment results, a matching healing plan is implemented, and corresponding dimensions and degrees of practical healing practice guidelines are output. After a single game ends, a group healing loop is implemented. Based on all card interaction data of the four players, complementary healing suggestions and a group growth summary are generated to complete the single-round healing loop.

2. The four-dimensional physical and mental trauma tracing and healing method integrating mahjong mechanisms according to claim 1, characterized in that, The specific process for executing the four-dimensional matching configuration is as follows: The eastern direction corresponds to the aforementioned career development dimension. Participants in this direction will take the lead in identifying career bottlenecks and discussing growth paths for the entire team. The western direction corresponds to the interpersonal interaction dimension mentioned above. Participants in this direction take the lead in sorting out team relationship conflicts and discussing ways to optimize communication patterns. The southern direction corresponds to the somatic emotional dimension, and participants in this direction lead the team in discussing the relationship between emotional awareness and somatic symptoms. The north direction corresponds to the self-awareness dimension mentioned above. Participants in this direction take the lead in sorting out the team's self-awareness patterns and discussing their inner growth.

3. The four-dimensional physical and mental trauma tracing and healing method integrating mahjong mechanisms according to claim 1, characterized in that, The preset four-dimensional mind-body card deck is divided into four suit groups: The Heart suit corresponds to the somatic emotional dimension, storing data on different levels of emotional repression, somatization symptoms, and unhealthy physical and mental habits. The diamond suit card sets correspond to the interpersonal interaction dimension, storing data on interpersonal conflict manifestations and internal friction patterns at different levels of intimate relationships, parent-child relationships, and workplace relationships; The club suit cards correspond to the aforementioned career development dimensions, storing different levels of career confusion, development bottlenecks, wealth perception biases, and career internal friction characteristic data; The spade suit corresponds to the aforementioned self-awareness dimension, storing data on different levels of self-worth deficiency, cognitive limitations, growth bottlenecks, and internal conflicts.

4. The four-dimensional physical and mental trauma tracing and healing method integrating mahjong mechanisms according to claim 1, characterized in that, The specific process of matching and tracing the execution of the cards with the physical and mental state is as follows: The severity of mental and physical distress is matched according to the numbers on the cards. Level A corresponds to the original state of mental and physical harmony, numbers 2 to 10 correspond to the levels of distress from shallow to deep, and J, Q, and K correspond to fixed behavioral and cognitive patterns and higher-level growth states. The dimensional features corresponding to the current card are coupled with the basic information entered by the participant to generate the personal physical and mental state assessment result. The personal physical and mental state assessment result is used to reflect the cause of the participant's current distress, the type of problem, and the severity of the problem in the corresponding dimension.

5. The four-dimensional physical and mental trauma tracing and healing method integrating mahjong mechanisms according to claim 1, characterized in that, The specific process for matching the therapeutic plan is as follows: Based on the dimensions and levels of distress obtained from the source tracing, corresponding intervention methods are matched from a pre-set healing program library. The pre-set healing program library includes five types of intervention systems: cognitive adjustment exercises, emotional catharsis exercises, mindfulness awareness exercises, behavior correction exercises, and group mutual support exercises. The guidelines provide mini-practice instructions for single card output that can be implemented on the same day, and a phased healing implementation plan for the output of complete card patterns in a whole game.

6. The four-dimensional physical and mental trauma tracing and healing method integrating mahjong mechanisms according to claim 1, characterized in that, The mapping rules between the mahjong game and the therapeutic process are as follows: The card-eating action corresponds to the shortcomings and healing, and generates corresponding ability improvement practice guidance for participants based on the corresponding dimension of the card they eat; The card-matching action corresponds to resonance and empathy healing, identifies the common distress patterns of the two participants who triggered the card match, and generates guidance for two-person sharing and mutual healing; The "Lianpai" operation corresponds to in-depth group intervention, triggering in-depth discussions and collective guidance for all participants in the corresponding dimensions, and generating group co-cultivation healing guidelines; The process of winning a hand corresponds to a single stage of growth, generating a summary of healing and confirmation of growth for the participants in the corresponding dimension of distress.

7. The four-dimensional physical and mental trauma tracing and healing method integrating mahjong mechanisms according to claim 1, characterized in that, It also includes a supplementary evaluation step for hand types, the specific process of which is as follows: Identify the hand combinations of participants. If it is a pure suit hand, it indicates that there is a prominent problem and cognitive rigidity in the corresponding single dimension. If it is a mixed suit hand, it indicates that there is mutual influence and tension in the mental and physical state across multiple dimensions. If it is a pair-heavy hand, it indicates that there are characteristics of cognitive rigidity and self-isolation. Based on the identified card pattern characteristics, the results of the individual's physical and mental state assessment are supplemented and optimized.

8. The four-dimensional physical and mental trauma tracing and healing method integrating mahjong mechanisms according to claim 1, characterized in that, It also includes a multi-round PDCA closed-loop iteration step, the specific process of which is as follows: Planning phase: Before the game, participants enter their healing goals and match them with the core healing topics of the corresponding dimension; Implementation phase: During the game, the corresponding healing exercises and discussion guidance will be pushed and executed in real time. Post-game analysis: After the game, a healing post-game report is generated, summarizing the trigger points of distress, the completion rate of practice, and changes in cognition; Iteration phase: Based on the replay results, generate a healing upgrade plan for the next round of the game, and adjust the card matching weight and the strength of the healing plan.

9. The four-dimensional physical and mental trauma tracing and healing method integrating mahjong mechanisms according to claim 1, characterized in that, It also includes multiple rounds of advanced healing processes, which are specifically as follows: Nine consecutive complete healing games are played, each corresponding to a healing theme at a different growth level; After all nine games are completed, a comprehensive healing summary report is generated, which includes a phased healing effect assessment in four dimensions: physical and emotional states, interpersonal interactions, career development, and self-awareness, as well as suggestions for subsequent personal growth planning and group growth.

10. A four-dimensional physical and mental trauma tracing and healing system integrating mahjong mechanisms, employing the four-dimensional physical and mental trauma tracing and healing method integrating mahjong mechanisms as described in any one of claims 1-9, characterized in that, It includes a game configuration module, a four-dimensional mind-body card library module, a status analysis module, a healing plan generation module, and a group closed-loop module; The game configuration module is used to construct a four-player, four-way healing game and complete the mapping configuration and interactive response between the mahjong operation and the healing process. The four-dimensional mind-body card library module is used to store the manifestations, causes, and card-level hierarchical data of mind-body distress corresponding to the four suits. The state analysis module is used to match and generate the individual physical and mental state assessment results and the supplementary analysis results of the card pattern based on the card data extracted by the participants. The healing plan generation module is used to match and output feasible healing practice plans of corresponding dimensions and levels based on the individual's physical and mental state assessment results. The group closed-loop module is used to integrate the card data of all players in the game and generate group healing suggestions, review reports and multi-round iterative growth plans.