Slide puzzle
A personalized slide puzzle game with a mandala-like structure engages users in goal-oriented thinking, clarifying actions, and enhances motivation and problem-solving ability by visualizing the process towards achieving goals.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-09-05
- Publication Date
- 2026-03-17
AI Technical Summary
Existing games and puzzles do not effectively engage users in trial and error processes, fail to encourage goal-oriented thinking, and do not help individuals dream of a bright future, making it difficult to raise awareness and motivation.
A personalized slide puzzle game where blocks with characters can be moved to achieve a goal, incorporating large, medium, and small blocks with specific thoughts and actions displayed, using a mandala-like structure to clarify and visualize the process towards the goal, with a moderate level of difficulty.
Enhances motivation, awareness, and problem-solving ability by engaging users in goal-oriented thinking, clarifying actions, and providing a sense of accomplishment through repeated challenges and successes.
Smart Images

Figure 2026048442000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a slide puzzle game for enhancing the will to achieve goals or solve problems, invented by a nurse in psychiatric day care.
Background Art
[0002] The world is currently facing a wide range of international issues such as the spread of infectious diseases, poverty, education, human rights, conflicts, refugees, food, health, and climate change, making it an extremely stressful era. In modern times of advancing globalization, the situations of various countries immediately affect each other. Such circumstances are causing anxiety about the future for the younger generation and about old-age life for the older generation.
[0003] The COVID-19 pandemic began in 2020, and there may be a link between the increase in the unemployment rate and the increase in the number of suicides associated with the worsening economy.
[0004] The number of people with mental disorders in Japan is on the rise. In particular, for disorders such as "depression," the increase in the number of patients with mood disorders is thought to be caused by factors such as the deterioration of the working environment and increased stress from life insecurity due to the prolonged recession.
[0005] The number of patients receiving treatment for mental disorders in Japan has been increasing for over 20 years since 1996. Approximately 80% of people with mental disorders have mood disorders (depression), and about 20% of them are said to be on leave from work.
[0006] The impact of mental disorders on employment in Japan has been increasing rapidly, and there is a growing need to provide appropriate medical treatment to people with mental disorders who have problems with their employment ability, including those on long-term sick leave. Recently, [rework programs] to support the workplace return of long-term sick leave employees due to mental disorders have become widespread.
[0007] The basic principle of psychiatric care is to support the recovery (empowerment) of care recipients by drawing out their own resilience from the sense of powerlessness (powerless) of "I can do nothing, I can change nothing," believing in their own strength of "I can do it," and having hope for the future.
[0008] Gamification, the application of game technology to fields other than games, has the effect of transforming seemingly uninteresting things into something engaging, attracting people's interest and attention, and making them entertained and engrossed. During the COVID-19 pandemic, when many people felt anxiety and loneliness due to lockdowns caused by the spread of infection, research progressed to verify that games alleviated this anxiety and loneliness. In addition, games aimed at reducing anxiety and acquiring balanced thinking have attracted attention in clinical settings.
[0009] Patent Document 1, for example, proposes an invention that uses games to change people's consciousness.
[0010] Similar to the card game karuta, cards with either the lower or upper verse facing up are randomly placed in front of the participants. One participant acts as the reader, reciting either the upper or lower verse aloud, and the participants search for the card with the corresponding lower or upper verse. The pair of upper and lower verses serve as a starting point for communication, encouraging participants to discuss topics related to the keywords.
[0011] Patent document 2, for example, proposes an invention that uses games to change people's consciousness.
[0012] The card set comprises a first card with a diagram, a second card with a diagram that retains the shape of the diagram on the first card in whole or in part, but with a different appearance, and a third card with words that guide the user to recall, think about, and reconsider from a different perspective at least one of the following: events, situations, actions, current status, plans, tasks, purposes, significance, goals, feelings, moods, emotions, and sensations of the user and / or people around the user.
[0013] However, these inventions do not require the target users to engage in any particular trial and error, nor do they offer them the opportunity to dream of a bright future as they work towards a goal, making it difficult to achieve the effect of raising awareness.
[0014] Some slide puzzles combine elements of escape games with the puzzle of arranging pieces to achieve a specific goal, making them more interesting and encouraging goal-oriented thinking (for example, Non-Patent Document 1).
[0015] Adlerian psychology's teleology is about considering how to act in order to achieve a certain goal. When faced with difficulties or problems, instead of searching for the cause of the problem, one should think about what needs to be done to achieve the goal. In other words, it is about emphasizing the present and future rather than the past.
[0016] Many people across generations are currently grappling with anxieties about what our future holds and whether the world can be sustainable. Dreaming of a brighter future and working towards a goal contributes to maintaining and improving mental health. [Prior art documents] [Patent Documents]
[0017] [Patent Document 1] Japanese Patent Publication No. 2021-94213 [Patent Document 2] Japanese Patent Publication No. 2023-179699 [Non-patent literature]
[0018] [Non-Patent Document 1] Slide puzzle game "The Boxed-Up Daughter"
[0019] [Summary of the sheltered daughter] Pieces are arranged in a small container, and the pieces in it can be horizontally moved to the places where there are gaps. The pieces are marked with characters related to family, such as "daughter", "father", "mother", etc. The goal is to take out only the "daughter" piece that was initially placed on the top out through the gap at the bottom. Pieces other than the "daughter" cannot be taken out. The standard number of moves is 87 moves. In addition, in the present invention, the inside of the container is partitioned into two parts, the inside is the "field", the outside is the "goal", and the pieces are the "blocks".
Summary of the Invention
Problems to be Solved by the Invention
[0020] To create a ≪Slide Puzzle Game≫ that is only for individuals who want to help achieve personal goals or solve problems that cannot be obtained in a slide puzzle using blocks with characters or the like displayed in advance. By adding value to the game, we want to form an attachment and enhance awareness and motivation more.
[0021] We want to clarify and visualize the actions and measures to be taken so that we can establish the process until the goal is achieved.
[0022] The strategy (goal achievement or problem solving) has an appropriate level of difficulty. By using all imagination, repeating challenges and failures, and obtaining a sense of success while having fun, we want to enhance the sense of achievement, self - affirmation, and problem - solving ability.
Means for Solving the Problems
[0023] The present invention is [1] A puzzle in which blocks arranged in a field are moved using the empty spaces in the field to achieve the target arrangement, the blocks including large blocks, medium blocks, and small blocks that can display characters and can also remove the displayed characters. One problem is set, two or more and 15 or less basic thoughts are set, and four or more and 32 or less practical thoughts are set. The problem is displayed on the large block, the basic thoughts are displayed on the medium block, and the practical thoughts are displayed on the small block or the medium block. It is a slide puzzle characterized by this. [2] The large block is square, the medium block is a rectangle with two sides having the same length as the large block and the other two sides being 1 / 2 thereof, the small block is a square with one side having a length of 1 / 2 of the large block, the vacant space is equivalent to two or more and four or less small blocks, a gate having the same length as one side of the large block is provided at the center of the lower side of the field, and it is impossible to pass through the gate except for the large block, and reaching the goal when passing through the gate, which is characterized by the slide puzzle described in [1]. [3] The inner dimension of the field in the vertical direction is equivalent to five small blocks, the inner dimension of the field in the horizontal direction is equivalent to four small blocks, the large block is arranged so that its upper side is in parallel contact with the upper side of the field, the medium blocks are arranged vertically on the left and right sides of the large block respectively, the medium blocks are arranged vertically directly below the vertically arranged medium blocks respectively, one of the medium blocks is arranged horizontally so as to be in contact directly below the large block, and four of the small blocks are arranged below the horizontally arranged medium block, which is characterized by the slide puzzle described in [1] to [2]. [4] The field, the large block, the medium block, the small block, the problem, the basic thinking, the practical thinking, and the goal are displayed on a monitor connected to a computer, which is characterized by the slide puzzle described in [1] to [3]. [5] The inner dimension of the field in the vertical direction is equivalent to six small blocks, the inner dimension of the field in the horizontal direction is equivalent to five small blocks, and one large block, five vertically arranged medium blocks, five horizontally arranged medium blocks, and four small blocks are arranged in the field, which is characterized by the slide puzzle described in [1], [2], and [4]. [6] The inner dimension of the field in the vertical direction is equivalent to seven small blocks, the inner dimension of the field in the horizontal direction is equivalent to six small blocks, and one large block, ten vertically arranged medium blocks, five horizontally arranged medium blocks, and six small blocks are arranged in the field, which is characterized by the slide puzzle described in [1], [2], and [4].
[0024] In this invention, the "problem" is the objective to be achieved, the problem to be solved, or the matter to be learned, and is the ultimate goal. One problem is set.
[0025] In this invention, "basic thinking" refers to the goals set to achieve or solve a problem, that is, to reach the final goal, and summarizes the areas that should be addressed in order to achieve the objective. It is difficult to obtain the effects of this invention with only one basic thinking, so it is preferable to set two or more. Setting more than 15 basic thinking would make it too complex and difficult to stimulate the motivation to achieve the goal.
[0026] In this invention, "practical thinking" refers to specific actions and measures for achieving or resolving basic thinking, and is a more concrete expression of the content of basic thinking. Because it is a specific action for achieving basic thinking, there tend to be more practical thinking than basic thinking, but one practical thinking may correspond to the specific actions of multiple basic thinking, so there is not necessarily more practical thinking than basic thinking. Practical thinking is usually effective when there are four or more, and if there are more than 32, there will be too many specific actions and the effectiveness will be diminished. In this invention, an effective method for determining the "problem," "basic thinking," and "practical thinking" is to use a mandalas-like thinking method in which the problem is at the center, basic thinking associated with the problem is placed around the problem, and practical thinking associated with the basic thinking is placed around each of the basic thinking elements.
[0027] In the present invention, "capable of displaying characters and also capable of removing displayed characters" can be exemplified by objects such as a whiteboard on which characters can be written with a water-based pen and erased with felt, objects on which characters can be written with a pencil and erased with an eraser, objects on which characters can be written with an oil-based pen and removed with a solvent, objects on which the surface of a block is superhydrophilic so that characters written with an oil-based pen can be removed with water, objects on which characters can be displayed on a sticker with a re-peelable adhesive on the back and then peeled off, objects on which a displayed paper is stored inside a transparent lid and can be seen from the outside of the lid, and objects on which characters can be input and erased using a keyboard or mouse. The ability to "display text" is essential. The ability to "remove displayed text" is not essential, but it is necessary for repeatedly using the block.
[0028] In this invention, "block" refers to a square or rectangular object or monitor display that shows a problem, basic thinking, and practical thinking. When the block is an object, examples include wood such as cedar, plastic such as polyvinyl chloride, metal such as aluminum, and molded products such as paper. The thickness is not particularly specified as long as it has sufficient strength to slide, but for ease of handling, it is preferably 0.3 mm or more and 3 cm or less, and considering ease of display and handling, the side length of a small block is preferably 1 cm or more and 10 cm or less.
[0029] In this invention, "field" refers to an object on a plane on which blocks are placed or a display of them on a screen. If the field is an object, it is, for example, a flat, plate-like body that has appropriate sliding properties with the blocks and does not deform when the blocks are slid, and it is even better if it has a surface on which obstacles or hints for achieving the task can be displayed.
[0030] In this invention, "empty space" refers to a field where no blocks are placed.
[0031] In this invention, a "gate" is an exit from the field to the goal that only large blocks between the field and the goal can pass through.
[0032] In this invention, "lower edge" refers to a line segment that is in contact with and parallel to a gate forming the outer perimeter of the field, "upper edge" refers to a line segment parallel to a gate opposite the lower edge forming the outer perimeter of the field, "right edge" refers to a line segment to the right of the puzzle forming the outer perimeter of the field, and "left edge" refers to a line segment to the left of the puzzle forming the outer perimeter of the field.
[0033] In this invention, terms that specify shapes or geometric conditions, such as parallel, square, rectangle, and tangent, are to be used not only in their strict sense but also to include substantially the same conditions. [Effects of the Invention]
[0034] The slide puzzle of this invention adds value to the game by being a personalized slide puzzle game that helps individuals achieve their goals or solve problems, thereby fostering attachment, increasing awareness and motivation, clarifying and visualizing the actions and measures that need to be taken, establishing a process to achieve goals, and providing a moderate level of difficulty for solving the puzzle (achieving goals or solving problems). By using all of one's imagination, repeatedly trying and failing, and gaining successful experiences while having fun, it is possible to enhance a sense of accomplishment, self-esteem, and problem-solving ability. [Brief explanation of the drawing]
[0035] [Figure 1] This is an example of the initial state of the slide puzzle of the present invention, which is highly difficult (standard number of moves is 87). [Figure 2] This is an example of the 76th move in the highly difficult sliding puzzle of the present invention. [Figure 3] This is an example of the initial state of the low-difficulty sliding puzzle of the present invention. [Figure 4] This is an example of the present invention with 15 central blocks and 4 empty spaces. [Figure 5] This is a photograph used as a substitute for a drawing to show the slide puzzle according to Example 1. [Figure 6] This is a diagram showing the initial state of the slide puzzle according to Example 1. [Figure 7] This is a photograph used as a substitute for a drawing to show the slide puzzle according to Example 2. [Figure 8] This is a diagram showing the initial state of the slide puzzle according to Example 2. [Figure 9] This is a photograph used as a substitute for a diagram to show the slide puzzle according to Example 3. [Figure 10] This is a diagram showing the initial state of the slide puzzle according to Example 3. [Modes for carrying out the invention]
[0036] This invention is expected to be useful globally and in a variety of settings, regardless of nationality, language, age, or gender. For example, it can be used in schools for comprehensive education such as peace, SDGs, or moral education, as well as for exam preparation; in the workplace for new employee training, development, and mental health care; in hospitals for counseling, education, guidance, and treatment recovery; in the beauty and health fields for weight loss, physical improvement, and lifestyle improvement; in the hobby field for sports, arts, and qualification exams; and in the field of social activities for peace, SDGs, and peace education, awareness-raising, and support activities. Furthermore, in light of the increasing frequency of disasters, it is expected to be useful as mental health care in situations where people are forced to live in evacuation centers for extended periods, experiencing anxiety and lacking entertainment, as recovery takes time.
[0037] As an example of using the complex configuration of the present invention, we introduce Cases 1-3 of individuals who attended a psychiatric rehabilitation day care (1). We set one final goal, the subject's (2) objective (3), and identify nine elements: four goals (basic thinking) that can be set in the process to reach that goal, and five specific actions / measures (practical thinking) to achieve or resolve those goals.
[0038] (1) Psychiatric Rehabilitation Daycare: This facility supports the return to work of individuals with mental disorders (mainly depression, etc.) who have problems with their ability to work and are on long-term leave. Two essential aspects of the "rehabilitation program" are self-insight and symptom self-management. These involve understanding the process from the onset of the illness to the leave of absence and the progression of symptoms, clarifying one's own awareness of one's thoughts, actions, and emotions, acquiring self-understanding of the causes of the illness and symptoms, and developing coping strategies, with the aim of a more reliable return to work and prevention of relapse.
[0039] (2) Target individuals: This program is particularly effective for individuals with mental disorders (mainly depression, etc.) who have problems with their ability to work and are on long-term leave of absence, especially those who cannot take the first step (cannot set goals), or those who take the first step but quickly stop moving forward (cannot take action or continue).
[0040] (3) Achievement of objectives or problem solving: The common ultimate goal for those attending psychiatric rehabilitation day care is to return to work, or to solve the problems that are hindering their individual return to work.
[0041] Of the 10 blocks, the largest block (a square the size of four small puzzles) represents the objective (achieving the goal or solving the problem), the four vertical rectangular puzzles surrounding it (rectangles the size of two small puzzles vertically) represent goals (challenges) that lead to achieving the objective or solving the problem, and the remaining five blocks (one rectangle the size of two small puzzles horizontally and four small blocks) represent specific actions, measures, or tools.
[0042] The container (stand) for storing the blocks is divided into two sections, inside and out, with an exit (equivalent to two small blocks side-by-side) in the center of the divider. The container (stand) and blocks are white, and the design (color and decoration) is left to the individual's discretion.
[0043] The container (stand) is divided into two sections, an inner section and an outer section, with the inner section designated as the field and the outer section as the goal. [Examples]
[0044] Case 1. Mr. A, 37 years old, male, employed at an equipment installation company, was on leave due to depression. He attended our hospital's psychiatric rehabilitation day care program for approximately 6 months, and then left to return to work (completed the rehabilitation program). Currently, 4 months have passed since he returned to work, and he is continuing to work without any particular problems. Game creation was carried out within the "Rework Program". Ms. A's goal in the game was to become her "ideal self." The largest block represented "herself," the four "basic thinking" blocks represented "lifestyle," "physical strength," "mental strength," and "concentration," the large "practical thinking" block represented "planning," and the four smaller blocks represented "people," "cats," "exercise," and "hobbies" that support the "planning." The patterns and colors of each block and field were left to Ms. A's discretion. Ms. A made her "self" block her favorite orange color, and the four small blocks supporting the plan light orange, choosing colors close to her own for the four blocks that empower her. The white field was divided into an inner and outer section. The inner section, where the blocks are moved, was labeled "impatience and anxiety," and the goal was labeled "ideal." With the help of the four small "practical thinking" blocks, as she carried out her "planning" toward the four "basic thinking" blocks, she encountered anxiety and anxiety at various points. The game was designed so that when she overcame these challenges through trial and error and reached the goal, she would become her "ideal self." Feedback on the game creation process after completion (from a survey): "Through creating the game, I was able to see what I needed right now. It wasn't just about thinking (introspection), but about being able to think about various things in the process of creating something. There isn't just one way to solve it, it's okay to go around in circles, it's okay to change your perspective, and I realized that it's okay as long as you can get closer to your ideal." [Examples]
[0045] Case 2. Ms. B, 28 years old, female, employed at a construction company, was on leave due to depression. She attended our hospital's psychiatric rehabilitation day care program for approximately 6 months, and then left the program to return to work (completion of the rehabilitation program). Currently, 2 months have passed since she returned to work, and she is continuing to work without any particular problems. Game creation was carried out within the "Rework Program". Ms. B's goal in the game was "returning to work," with the largest single block representing "herself," the four "basic thinking" blocks representing "establishing a regular daily routine," "strong mentality," "avoiding stress," and "dieting to lose weight," the large "practical thinking" block representing "attending a rehabilitation program to prepare for returning to work," and the four smaller blocks representing "improving personal grooming," "gaining confidence," "building physical strength," and "becoming independent." Each block / field is primarily white, and the frames are adorned with her favorite pink floral tape, resulting in a simple yet feminine finish. Feedback on game creation after completion (from a survey): "I was able to concentrate on game creation. I was able to visualize and clarify what I needed to do to return to work. I gained confidence in returning to work." [Examples]
[0046] Case 3. Mr. C, 25 years old, male, working at a manufacturing plant, was on leave due to depression. He attended our hospital's psychiatric rehabilitation day care program for approximately 8 months, and then left the program to return to work (completion of the rehabilitation program). Currently, 3 months have passed since he returned to work, and he is continuing to work without any particular problems. Game creation was carried out within the "Rework Program". The goal of Ms. C's game is "peaceful sleep," illustrating how sleep difficulties are hindering her return to work. The largest single block represents "herself," the four "basic thinking" blocks represent "bedding," "caffeine," "activity level," and "stress," the large "practical thinking" block represents "smartphone / PC," and the four smaller blocks represent "anxiety," "bathing," "food," and "light." The field and goal are divided into two sections, inner and outer, resembling a futon and pillow. The inner field, where the blocks are moved, is the futon, and the outer goal is the pillow. Furthermore, the orientation of the field and goal is reversed, with the futon in the foreground and the pillow in the background. This change in orientation slightly increases the difficulty compared to the usual version. The colors are light gray for the entire field, dark gray for the goal pillow, and blue for the futon, resembling the colors of the bedding she normally uses. The blocks other than herself represent "factors causing insomnia." The goal is to achieve "peaceful sleep" on the pillow while avoiding the "factors causing insomnia." Feedback on the completed game (from a survey): "By visualizing and clarifying what I needed most right now in preparation for returning to work, I was able to determine what I needed to do, take concrete actions, and continue doing them. I want to continue this even after returning to work to maintain my physical and mental health." [Industrial applicability]
[0047] The slide puzzle of this invention can help empower care recipients to recover from feelings of powerlessness, such as "I can't do anything, I can't change anything," by drawing out their own resilience, believing in their own abilities, and having hope for the future. [Explanation of Symbols]
[0048] 1. Top of the field 2 Right-hand side of field 3. Left side of the field 4. Bottom right edge of the field 5. Bottom left edge of the field 6 goals Gate 7 8. Blank 10 Large blocks displaying the tasks 11. A vertical, medium-sized block that displays fundamental thinking skills. 12. A vertical, medium-sized block that displays fundamental thinking skills. 13. A vertically oriented medium block that displays fundamental thinking skills. 14 Small blocks that display practical thinking 15 Small blocks that display practical thinking 16. Horizontal medium block for displaying practical thinking. 17. A vertical, medium-sized block that displays fundamental thinking skills. 18 Small blocks that display practical thinking 19 Small blocks that display practical thinking 20 Small blocks that demonstrate practical thinking 21 Small blocks that display practical thinking 22. An example of displaying "Task" by combining the display of the task block and the goal. 23. An example where obstacles to completing a task are displayed in the field, and as the block is slid, the obstacles flicker, strongly reminding the user of the obstacles they must overcome.
Claims
1. A sliding puzzle characterized in that the player moves blocks placed in a field using empty spaces within the field to achieve a desired arrangement, the blocks include large blocks, medium blocks, and small blocks that can display and remove characters, one task, two to fifteen basic thinking tasks, and four to thirty-two practical thinking tasks, the task being displayed on the large block, the basic thinking tasks on the medium block, and the practical thinking tasks on the small to medium block.
2. The slide puzzle according to claim 1, characterized in that the large block is a square, the medium block is a rectangle with two sides the same length as the large block and the other two sides half the length, the small block is a square with one side half the length of the large block, the empty space is between two and four small blocks in size, a gate the same length as one side of the large block is provided in the center of the bottom edge of the field, no block other than the large block can pass through the gate, and passing through the gate leads to the goal.
3. The slide puzzle according to claims 1 to 2, characterized in that the vertical inner dimensions of the field are equivalent to five of the small blocks, the horizontal inner dimensions are equivalent to four of the small blocks, the large block is positioned so that the top edge of the field and the top edge of the large block are parallel and touching, the medium blocks are positioned vertically to the left and right of the large block, the medium blocks are positioned vertically directly below the vertically positioned medium blocks, one medium block is positioned horizontally so as to be touching the bottom of the large block, and four small blocks are positioned below the horizontally positioned medium block.
4. The slide puzzle according to claims 1 to 3, characterized in that the field, the large block, the medium block, the small block, the task, the basic thinking, the practical thinking, and the goal are displayed on a monitor connected to a computer.
Citation Information
Patent Citations
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