Apparatus and method for providing ADHD treatment game that provides tasks based on working memory and attention

The game providing device and method for ADHD therapy address the limitations of conventional games by adjusting difficulty levels based on working memory and attention, focusing on attention training tasks, and achieving improved therapeutic effects for ADHD symptoms.

WO2025089804A1PCT designated stage expired Publication Date: 2025-05-01DRAGONFLY GF
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Patent Information

Application Number
PCT/KR2024/016216
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Priority Date
2024-10-22
Filing Date
2024-10-23
Publication Date
2025-05-01

AI Technical Summary

Technical Problem

Conventional games for ADHD therapy fail to provide tailored difficulty levels and focused attention and execution function training, leading to ineffective treatment and difficulty in monitoring attention and execution function improvements.

Method used

A game providing device and method that adjusts difficulty levels based on working memory and attention, incorporating attention training tasks that require users to avoid or target specific game elements, while maintaining a lower proportion of visual coordination tasks to enhance attention training.

Benefits of technology

The solution effectively reduces attention omissions and impulse frequency, providing a more targeted therapeutic effect for ADHD symptoms by adjusting difficulty levels to focus on attention training rather than visual-movement coordination tasks.

✦ Generated by Eureka AI based on patent content.

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Abstract

The present disclosure relates to an apparatus and a method for providing an attention deficit hyperactivity disorder (ADHD) treatment game, wherein game content focusing on attention and executive functions is provided, and, in particular, tasks based on working memory and attention are provided by adjusting the difficulty, considering working memory. Attention training for reducing omissions due to inattention in users with ADHD, and suppression training for suppressing false alarms (commissions) due to impulsivity in users can be performed repeatedly, thereby providing an improved treatment effect.
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Description

Device and method for providing a game for treating ADHD that provides working memory and attention-based tasks

[0001] The present invention relates to a game providing device and method, and more particularly, to a game providing device and method for treating ADHD that provides working memory and attention-based tasks.

[0002] People with attention deficit hyperactivity disorder (ADHD) have difficulties with daily life related to attention, executive function, and fine coordination, requiring repetitive educational and therapeutic activities.

[0003] Among them, efforts are underway to improve the symptoms of ADHD users by providing them with gamification-based game content that improves their attention and executive function and having them perform the content.

[0004] In general, game content is presented in a way that increases in difficulty as the player progresses through the stages. Specifically, as the player's growth or control ability improves through play, the difficulty level increases to reflect this, never decreasing.

[0005] On the other hand, in order to provide therapeutic game content for ADHD to users with ADHD, simply increasing the difficulty level as the stage progresses makes it difficult to provide smooth treatment as the game progresses in a way that does not match the user's condition.

[0006] Furthermore, for general games, game content is structured around visual-motor coordination, which involves visually recognizing objects and performing actions based on those perceptions, to maintain interest in the game. However, for ADHD treatment, strengthening attention and executive function training is more important than visual-motor coordination. To improve attention and executive function, game tasks that focus on these abilities are necessary.

[0007] In previous patent literature, game result information was obtained by performing a game selected by the subject of measurement, and the WISC-V score was predicted based on the game result information to determine whether additional testing for ADHD was necessary.

[0008] Previous patent literature could only identify the condition of ADHD patients, but it was difficult to determine attention deficit or executive function decline according to the condition of ADHD patients and provide treatment focused on improving attention and executive function.

[0009] The purpose of the embodiment disclosed in the present invention is to provide a game providing device and method for treating ADHD, which provides game content focused on attention and executive functions, and in particular, provides working memory and attention-based tasks by adjusting the difficulty level taking working memory into consideration.

[0010] The problems to be solved by the present invention are not limited to the problems mentioned above, and other problems not mentioned will be clearly understood by those skilled in the art from the description below.

[0011] In order to achieve the above-described technical problem, a game providing device for treating ADHD, which provides a working memory and attention-based task according to the present invention, comprises: a first collection unit connected to a terminal providing game content and obtaining in-game data when a user plays a game; a second collection unit connected to the terminal and obtaining motion data of a user playing a game; and a processor adjusting the proportion of an attention training task and a visual coordination task constituting the game content; wherein the attention training task is a game task of determining a monster that a user must avoid and a monster that the user must defeat during the game according to a guide provided before the game, and the visual coordination task is a game task of moving the terminal according to an item that the user must avoid or an item that the user must obtain, and the processor may be configured to adjust the proportion of the visual coordination task constituting the game content within one stage to be lower than the proportion of the attention training task.

[0012] In order to achieve the above-described technical problem, a game providing method of a game providing device for treating ADHD, which provides a working memory and attention-based task, including a terminal providing game content according to the present invention, comprises the steps of: obtaining in-game data when a user plays a game while connected to the terminal providing game content; obtaining motion data of a user playing a game while connected to the terminal; and adjusting the proportion of an attention training task and a visual coordination task constituting the game content, wherein the attention training task is a game task of determining a monster that the user must avoid and a monster that the user must defeat during the game according to a guide provided before the game, and the visual coordination task is a game task of moving the terminal according to an item that the user must avoid or an item that the user must obtain, and the step of adjusting the proportions is characterized in that the proportion of the visual coordination task constituting the game content within one stage is adjusted to be lower than the proportion of the attention training task.

[0013] In addition, a computer program stored in a computer-readable recording medium for implementing the present invention may be further provided.

[0014] In addition, a computer-readable recording medium recording a computer program for implementing the present invention may be further provided.

[0015] According to the above-described problem solving means of the present invention, an improved therapeutic effect can be provided by repeatedly performing attention training to reduce omissions due to inattention of a user with attention deficit hyperactivity disorder (ADHD) and suppression training to suppress false alarms (commissions) due to impulsivity of the user.

[0016] In addition, according to the above-described problem solving means of the present invention, by adjusting the difficulty level by considering an attention training task rather than a visual-motor coordination task, game content capable of training attention and working memory most directly related to ADHD symptoms is provided.

[0017] The effects of the present invention are not limited to the effects mentioned above, and other effects not mentioned will be clearly understood by those skilled in the art from the description below.

[0018] FIG. 1 is a block diagram briefly illustrating the configuration of a game providing device for treating ADHD that provides working memory and attention-based tasks according to the present invention.

[0019] FIG. 2 is a flow chart illustrating a game providing method of a game providing device for treating ADHD that provides working memory and attention-based tasks according to the present invention.

[0020] FIG. 3 illustrates a difficulty adjustment algorithm of a game providing device for treating ADHD that provides working memory and attention-based tasks according to the present invention.

[0021] FIG. 4 illustrates a specific embodiment of placing items or distracting elements in a game providing device for treating ADHD that provides working memory and attention-based tasks according to the present invention.

[0022] FIG. 5 and FIG. 6 illustrate game contents of a game providing device for treating ADHD that provides working memory and attention-based tasks according to the present invention.

[0023] FIG. 7 illustrates a difficulty adjustment algorithm for continuous failures of a game providing device for treating ADHD that provides working memory and attention-based tasks according to the present invention.

[0024] FIG. 8 illustrates game content for performing item / monster acquisition or avoidance of a game providing device for ADHD treatment that provides working memory and attention-based tasks according to the present invention.

[0025] Figure 9 illustrates the configuration of a computing device according to the present invention.

[0026] Throughout the present invention, the same reference numerals denote the same components. The present invention does not describe all elements of the embodiments, and any content that is general in the technical field to which the present invention pertains or that overlaps between the embodiments is omitted. The terms 'part, module, element, block' used in the specification may be implemented in software or hardware, and depending on the embodiments, multiple 'parts, modules, elements, blocks' may be implemented as a single component, or a single 'part, module, element, block' may include multiple components.

[0027] Throughout the specification, when a part is said to be "connected" to another part, this includes not only direct connection but also indirect connection, and indirect connection includes connection via a wireless communication network.

[0028] Additionally, when a part is said to "include" a component, this does not mean that it excludes other components, but rather that it may include other components, unless otherwise specifically stated.

[0029] Throughout the specification, when we say that an element is "on" another element, this includes not only cases where the element is in contact with the other element, but also cases where another element exists between the two elements.

[0030] The terms first, second, etc. are used to distinguish one component from another, and the components are not limited by the aforementioned terms.

[0031] Singular expressions include plural expressions unless the context clearly indicates otherwise.

[0032] The identification codes for each step are used for convenience of explanation and do not describe the order of each step. Each step may be performed in a different order than specified unless the context clearly indicates a specific order.

[0033] The operating principle and embodiments of the present invention will be described with reference to the attached drawings below.

[0034] As used herein, the term "device according to the present invention" encompasses a variety of devices capable of performing computational processing and providing results to a user. For example, the device according to the present invention may include a computer, a server device, and a portable terminal, or may be any one of them.

[0035] Here, the computer may include, for example, a notebook, desktop, laptop, tablet PC, slate PC, etc. equipped with a web browser.

[0036] The above server device is a server that processes information by communicating with an external device, and may include an application server, a computing server, a database server, a file server, a game server, a mail server, a proxy server, and a web server.

[0037] The above portable terminal may include, for example, a wireless communication device that ensures portability and mobility, and may include all kinds of handheld-based wireless communication devices such as a PCS (Personal Communication System), GSM (Global System for Mobile communications), PDC (Personal Digital Cellular), PHS (Personal Handyphone System), PDA (Personal Digital Assistant), IMT (International Mobile Telecommunication)-2000, CDMA (Code Division Multiple Access)-2000, W-CDMA (W-Code Division Multiple Access), WiBro (Wireless Broadband Internet) terminal, a smart phone, and a wearable device such as a watch, a ring, a bracelet, an anklet, a necklace, glasses, contact lenses, or a head-mounted device (HMD).

[0038] The artificial intelligence-related functions according to the present invention are operated through a processor and memory. The processor may be composed of one or more processors. In this case, one or more processors may be a general-purpose processor such as a CPU, AP, or DSP (Digital Signal Processor), a graphics-only processor such as a GPU or VPU (Vision Processing Unit), or an artificial intelligence-only processor such as an NPU. One or more processors control the processing of input data according to predefined operating rules or artificial intelligence models stored in memory. Alternatively, if one or more processors are artificial intelligence-only processors, the artificial intelligence-only processor may be designed with a hardware structure specialized for processing a specific artificial intelligence model.

[0039] The predefined operation rules or artificial intelligence models are characterized by being created through learning. Here, being created through learning means that the basic artificial intelligence model is trained using a learning algorithm using a plurality of learning data, thereby creating a predefined operation rules or artificial intelligence model set to perform a desired characteristic (or purpose). This learning may be performed on the device itself on which the artificial intelligence according to the present invention is performed, or may be performed through a separate server and / or system. Examples of learning algorithms include, but are not limited to, supervised learning, unsupervised learning, semi-supervised learning, or reinforcement learning.

[0040] An artificial intelligence model may be composed of multiple neural network layers. Each of the multiple neural network layers has multiple weight values, and performs neural network operations through operations between the operation results of the previous layer and the multiple weights. The multiple weights of the multiple neural network layers may be optimized based on the learning results of the artificial intelligence model. For example, the multiple weights may be updated so that the loss value or cost value obtained from the artificial intelligence model is reduced or minimized during the learning process. The artificial neural network may include a deep neural network (DNN), and examples thereof include, but are not limited to, a convolutional neural network (CNN), a deep neural network (DNN), a recurrent neural network (RNN), a restricted boltzmann machine (RBM), a deep belief network (DBN), a bidirectional recurrent deep neural network (BRDNN), or deep Q-networks.

[0041] According to an exemplary embodiment of the present invention, a processor can implement artificial intelligence. Artificial intelligence refers to a machine learning method based on an artificial neural network that imitates human neurons (biological neurons) to enable machines to learn. Artificial intelligence methodologies can be categorized into supervised learning, in which input data and output data are provided together as training data depending on the learning method, so that the solution (output data) to the problem (input data) is determined; unsupervised learning, in which only input data is provided without output data, so that the solution (output data) to the problem (input data) is not determined; and reinforcement learning, in which a reward (Reward) is provided from an external environment whenever an action (Action) is taken in the current state (State), and learning is performed in a direction to maximize this reward. In addition, artificial intelligence methodologies can be categorized according to the architecture of the learning model. The architectures of widely used deep learning technologies can be categorized into convolutional neural networks (CNNs), recurrent neural networks (RNNs), transformers, and generative adversarial networks (GANs).

[0042] The present device and system may include an artificial intelligence model. The artificial intelligence model may be a single artificial intelligence model or may be implemented as multiple artificial intelligence models. The artificial intelligence model may be composed of a neural network (or artificial neural network) and may include statistical learning algorithms that mimic biological neurons in machine learning and cognitive science. A neural network may refer to a model in general that has problem-solving capabilities by changing the binding strength of synapses through learning, formed by artificial neurons (nodes) that form a network by combining synapses. The neurons of the neural network may include a combination of weights or biases. The neural network may include one or more layers composed of one or more neurons or nodes. For example, the device may include an input layer, a hidden layer, and an output layer. The neural network constituting the device can infer a desired result (output) from an arbitrary input (input) by changing the weights of neurons through learning.

[0043] FIG. 1 is a block diagram schematically illustrating the configuration of a game providing device for treating ADHD, which provides working memory and attention-based tasks according to the present invention. Hereinafter, the game providing device and method for treating ADHD, which provides working memory and attention-based tasks according to the present invention, will be described with reference to FIGS. 1 to 9.

[0044] As illustrated in FIG. 1, a game providing device (100) for treating ADHD that provides a working memory and attention-based task according to the present invention may include a terminal (110) that provides game content, a first collection unit (120) that is connected to the terminal (110) to obtain in-game data when a user plays a game, and a second collection unit (130) that is connected to the terminal (110) to obtain motion data of a user playing a game.

[0045] In addition, the game providing device (100) for treating ADHD that provides working memory and attention-based tasks according to the present invention may include a processor (150) that adjusts the proportion of attention training tasks and visual coordination tasks that constitute the game content.

[0046] As an example, the attention training task may be a game task that determines which monsters the user must avoid and which monsters the user must kill during the game according to a guide provided before the game.

[0047] As an example, the visual coordination task may be a game task in which the user moves the terminal according to an item to be avoided or an item to be acquired. In this case, the movement of the terminal can be determined through the user's motion data acquired by the second collection unit, thereby determining whether the item has been acquired or avoided.

[0048] Specifically, ADHD can have a predominantly inattentive type, characterized by frequent careless mistakes such as missing details or losing things, and difficulty performing activities systematically; a predominantly hyperactive / impulsive type, characterized by restlessness, inattention, impulsivity, and inability to wait; and a combined type.

[0049] Currently, the predominantly inattentive type can present with symptoms of inattentive behavior and / or poor executive function. When combining the combined and predominantly inattentive types, 80-90% of ADHD patients may exhibit symptoms of inattention and / or poor executive function.

[0050] In particular, in the case of children, it is difficult to distinguish between poor attention and poor executive function through daily life functions alone, so in order to treat ADHD patients, it is necessary to conduct training on attention and executive function, especially training on working memory among the components of executive function.

[0051] As an example, the attention training task may be a game task for training attention and executive function, and may be game content consisting of attention training to reduce omissions due to the user's inattention and inhibition training to suppress false alarms (commissions) due to the user's impulsivity.

[0052] In this case, if the user fails to respond to a monster they should defeat, it's considered an omission error. If the user responds to a monster they should avoid, it's considered a false alarm error. Monsters that induce avoidance, thereby suppressing unnecessary impulses or actions, are non-target stimuli. Monsters that induce defeat, thereby increasing focus and attention, are targeted stimuli.

[0053] Non-target stimuli are elements that induce behavioral inhibition. By encouraging players to avoid and ignore monsters and avoid pressing buttons, they can enhance inhibition, a component of executive function. Conversely, target stimuli are elements that induce concentration. By encouraging players to kill monsters and press buttons, they can enhance attention.

[0054] As an example, a visual coordination task may be a game content that requires the user to perform actions based on the location of an item to be acquired or avoided, enabling visual and motor coordination. This task is designed to stimulate interest through quick reflexes, requiring quick actions based on the speed at which the item appears, and may also be game content that assists in attention training.

[0055] Accordingly, the processor (150) may be configured to adjust the proportion of the visual coordination task constituting the game content within a single stage to be lower than the proportion of the attention training task. Visual coordination tasks can be utilized to stimulate user interest while intensively training attention and working memory while maintaining a high training effect.

[0056] In the above-described task, the attention training task and the visual coordination task according to visual target or non-target stimuli were configured as game content, but as another example, the attention training task and the auditory coordination task according to auditory target or non-target stimuli may be configured as game content.

[0057] As an example, the terminal (110) may be a device including a touch screen, and refers to any device having a touch screen that allows a user to manipulate at least one object within game content through a touch gesture.

[0058] The terminal (110) described above is equipped with a communication means for communicating with an external server, and may be, for example, a tablet PC and a smart phone equipped with communication functions. The external server may be a server connected to professional medical personnel to perform remote treatment based on the information collected from the first collection unit (120), the second collection unit (130), and the third collection unit (140). Meanwhile, even if the present disclosure is not a remote treatment, professional medical personnel can monitor the performance status through a separate medical staff website, and can also provide treatment based on the collected information during a hospital visit.

[0059] As an example, the first collection unit (120) may be a server connected to the terminal (110) or a storage unit within the terminal (110). The first collection unit (120) may collect information on the user's driving or killing in the game to collect in-game achievement rates.

[0060] As an example, the second collection unit (130) may be a gyro sensor equipped with a gyro function that recognizes motion detection. In the present invention, the gyro sensor refers to various devices equipped with a gyro sensor that can control the movement of a character implemented in game content according to the degree of tilt and the left-right direction when a user tilts the terminal (110).

[0061] For example, it may be a gyro sensor built into a terminal (110), such as a tablet PC or smart phone equipped with a gyro sensor function, or a separate gyro sensor connected to the terminal (110), through which the user's terminal (110) tilt or degree of movement can be collected.

[0062] In addition, the game providing device (100) for treating ADHD that provides working memory and attention-based tasks according to the present invention may further include a third collection unit (140) that acquires user status data before game play.

[0063] The third collection unit (140) may be a separate touch screen device, or may be the same device as the terminal (110). Before playing the game, a test for inputting the user status may be performed on the terminal (110), or a test for inputting the user status may be performed on a separate touch screen device.

[0064] As an example, the user status may be a diagnosis from a physician who evaluated a patient with ADHD prior to providing game content, or may include the results of a diagnostic document assessing ADHD. Accordingly, the third collection unit (140) can be used to determine the user status, including the degree to which the user's attention or executive function declines.

[0065] The third collection unit (140) can collect basic information such as a user ID that enables data to be distinguished during the treatment process and user status information related to game content execution, and can perform user data verification and processing.

[0066] As an example, the placement of target stimuli or non-target stimuli within game content can be controlled based on state data input through the third collection unit (140).

[0067] For example, if a user has predominantly hyperactive / impulsive ADHD, game content that trains inhibition can be provided by placing numerous target stimuli within an attention-training task followed by non-target stimuli. Alternatively, if the user has predominantly inattentive ADHD, game content that trains sustained attention can be provided by placing numerous non-target stimuli followed by target stimuli.

[0068] Alternatively, the user's status data may be acquired based on in-game data acquired from the first collection unit (120) in addition to the status data input through the third collection unit (140).

[0069] For example, the rate or number of successful responses to target stimuli, omission errors in not responding to the target stimuli, false alarm errors in responding to the non-target stimuli, and inhibition success rates or numbers in not responding to the non-target stimuli can be collected to determine whether the user's attention and executive function are poor.

[0070] In addition, the game providing device (100) can be connected to a separate external server to transmit treatment data, process the data, and provide the processed data to a medical professional.

[0071] As an example, the processor (150) may control the first collection unit (120), the second collection unit (130), and the third collection unit (140).

[0072] The processor (150) of the game providing device (100) according to the present invention is depicted as a separate block from the terminal (110) in FIG. 1, but the processor (150) may be placed inside one terminal (110), or the processor (150) may be placed in a separate server.

[0073] The present invention relates to a game providing device (100) for implementing a digital treatment system for attention deficit hyperactivity disorder (ADHD) using gamification, and the game content provided by the game providing device (100) may be game-type digital treatment content incorporating gamification.

[0074] At this time, the game content provided may be such that stages or sets are randomly selected so that the patient cannot select only game stages or sets of a specific difficulty level, and the time per stage may also be randomly provided.

[0075] Additionally, the game content can be provided so that the display time, which is the discrimination time limit for a stimulus to persist due to a non-target stimulus or a target stimulus within the game stage, becomes shorter and shorter depending on the user's success rate.

[0076] Conversely, the inter-stimulus interval (ISI), the time interval between the appearance of a non-target or target stimulus and the appearance of the next non-target or target stimulus, can be randomly varied, regardless of the user's inhibition success or goal success. This variation can be unpredictable to the user, potentially enhancing their attentional capacity.

[0077] In addition, as illustrated in FIG. 2, a game providing method of an ADHD treatment game providing device (100) that provides a working memory and attention-based task according to the present invention may include a step (S210) of providing an attention training task, which is a game task in which a monster that a user must avoid and a monster that a user must kill are determined during the game according to a guide provided before the game, a step (S220) of providing a visual coordination task, which is a game task in which a terminal is moved according to an item that a user must avoid or an item that a user must obtain, and a step (S230) of adjusting the proportion of the visual coordination task constituting game content within one stage to be lower than the proportion of the attention training task.

[0078] As an example, working memory may be referred to as divided attention.

[0079] Before step (S210), a step of obtaining in-game data during a user's game play using the first collection unit (120) and a step of obtaining motion data of a user during game play using the second collection unit (130) can be performed.

[0080] Before step (S210), a step of obtaining user status data before game play using the third collection unit (140) may be further included.

[0081] In step (S210), the difficulty level within the game can be adjusted in real time based on data acquired from the first collection unit (120), the second collection unit (130), or the third collection unit (140). In this case, real-time adjustment does not mean adjusting the target stimulus or non-target stimulus proportion immediately based on the user's success or failure, but rather adjusting it by considering continuous success or failure.

[0082] At this time, the processor (150) according to one embodiment of the present invention can provide a guide that provides a monster (non-target stimulus) that the user must avoid during the game and a monster (target stimulus) that the user must kill before the game.

[0083] The processor (150) can adjust the difficulty of the game content according to at least one of the number of non-target stimuli or target stimuli in the attention training task, the ratio of the target stimulus to the sum of the non-target stimuli and the target stimuli, the discrimination time limit, and the length of one stage.

[0084] For example, the discrimination time limit is the time provided to determine whether to tag a target element or avoid an inhibitory element, and the discrimination time limit can be reduced to increase the difficulty of an attention training task.

[0085] Alternatively, to increase the difficulty by using more inhibition, one can increase the number of target stimuli or decrease the number of non-target stimuli to increase the proportion of target stimuli.

[0086] Alternatively, you can increase the difficulty of the attention training task by increasing the length of the overall stage.

[0087] Additionally, in step (S220), the processor (150) may provide an item to be avoided or an item to be acquired, and tilt the terminal (110) in the opposite direction of the item to be avoided or tilt the terminal (110) in the direction of the item to be acquired to acquire or avoid the item. At this time, the item may be in the form of a coin.

[0088] In step (S230), the weight of the visual coordination task is set lower than that of the attention training task, and the difficulty level is adjusted so that the difficulty of the visual coordination task can be lowered as much as the difficulty of the attention training task is increased.

[0089] As one embodiment, the processor (150) may be configured to output the target element of the guide provided before the game on the top of the terminal during the game if the user's performance on the attention training task is lower than a preset performance level.

[0090] Specifically, users must remember the guidance provided before the game and determine whether to press or not press a button during the game, based on whether the stimulus is non-target or target. This increases the capacity of the working memory the user must utilize to perform the attentional task.

[0091] However, if the performance is below a preset level, for example, if pressing a button for a non-target stimulus and not pressing a button for a target stimulus is repeated, the target element may be output on one side of the screen of the terminal (110) providing game content to assist the user's working memory.

[0092] In addition, the processor (150) is configured to lower the difficulty of the visual coordination task as much as the difficulty of the attention training task is increased, thereby controlling the difficulty of the game content from increasing excessively, thereby improving the difficulty of the attention training task that affects attention.

[0093] Meanwhile, as an example, the processor (150) may be configured to additionally provide digit span data in game content within the one stage at equal or spaced time intervals, and determine whether user data entered after the one stage ends corresponds to the digit span data.

[0094] For example, the terminal (110) can additionally provide a number span task as well as an attention training task and a visual coordination task as game content, and after playing the game, can output a number or image unrelated to the game content to the user and have the user immediately input the number or image.

[0095] As an example, when numbers are provided as numeric span data, they can be entered in sequential order, in reverse order, or with different digits. The difficulty can be adjusted to increase as the number of digits increases, such as two, three, or four.

[0096] As an example, the processor (150) may not provide number span data as game content when the difficulty level is low, but may provide number span data when the difficulty level is high.

[0097] Alternatively, as another embodiment, the processor (150) may randomly provide number span data regardless of the stage difficulty, and the difficulty of the provided number span data may be set based on the user's previous number span achievement.

[0098] Additionally, the processor (150) may be configured to change the difficulty of the current stage downward after the number of consecutive failures in which the achievement rate of the in-game data of the current stage or set does not reach a preset number, taking into account the number of consecutive failures.

[0099] As illustrated in FIG. 3, when the user performs monster slaying / evasion (S301) or item acquisition / evasion (S302) in step (S210) or item acquisition / evasion (S302) in step (S220), the processor (150) can check the success or failure of monster slaying / evasion (S301) or item acquisition / evasion (S302) based on the user's in-game data (S303).

[0100] For example, at the beginning of the game, you can adjust the overall frequency of items to obtain, items to avoid, monsters to tag, and monsters to avoid based on a randomly determined difficulty level.

[0101] After checking whether a certain number of monster kills / evades (S301) or item acquisition / evades (S302) have been successfully or unsuccessfully performed during the game (S303), difficulty adjustment can be performed (S304).

[0102] If you experience repeated failures, your interest or motivation may decrease, which may affect the treatment effect. Therefore, you can adjust the difficulty downward by focusing on attention training tasks by making the monsters that need to be tagged or avoided appear more slowly and the stage length shorter.

[0103] At this time, you can adjust the frequency or number of items or monsters to adjust the difficulty.

[0104] For each difficulty level, you can adjust the number and frequency of items to obtain, items to avoid, monsters to tag, and monsters to avoid, and you can adjust the overall difficulty by adjusting the number of times each item or monster appears simultaneously.

[0105] Meanwhile, the processor (150) may be configured to terminate the stage at a random point in time within a preset game time range, and to immediately terminate the stage and provide a greater reward than a normal termination when a termination element is tagged during the game according to a guide provided before the game.

[0106] You can train sustained attention by randomly changing the game end point so that the user cannot predict it.

[0107] However, since there is no need to continue the game for a long time when a certain level of achievement for non-target or target stimuli has already been achieved in the previous attention training task, an ending element that ends the game when the user tags it can be introduced to induce the user to immediately end the game.

[0108] By providing immediate and tangible rewards that are greater than the reward for continuing to play rather than immediately ending the game, you can further stimulate interest in people with ADHD.

[0109] As illustrated in FIGS. 4 to 6, the game providing device according to the present invention can determine the location and area of ​​the area where target and non-target stimuli are to be placed based on the user's primary cognitive ability. By determining the location and area of ​​the area where non-target stimuli are to be placed, an interference area can be set.

[0110] Then, the number of non-target stimuli relative to the total number of target stimuli and non-target stimuli can be determined so that the user can perform a comprehensive action by determining an avoidance action or a treatment action corresponding to the non-target stimuli according to the secondary cognitive ability of the user.

[0111] Monsters that serve as target or non-target stimuli may have the same appearance pattern, but the location or area in which they appear may be set differently depending on the difficulty.

[0112] Additionally, the amount of working memory load is determined by determining how many monsters will appear and how many of them are non-target stimuli, and the difficulty can be adjusted accordingly.

[0113] Accordingly, the additional difficulty can be adjusted by adjusting the number or area of ​​non-target stimuli provided in the game content to match the range of perception that the user can perceive, or by adjusting the direction or speed of movement of the target or non-target stimuli, depending on the difficulty.

[0114] Referring to FIGS. 4 to 6, a user can recognize the distance of a non-target stimulus or target stimulus through primary recognition, perform comprehensive situational recognition such as movement of the target through secondary recognition, and perform comprehensive actions by taking avoidance or treatment actions after recognition accordingly.

[0115] Accordingly, the processor (150) of the game providing device (100) according to the present invention can also adjust the position, area, or ratio of non-target stimuli in the game content according to the random difficulty level.

[0116] The processor (150) according to the present invention can expand the area where a non-target stimulus appears as the difficulty level increases, and place the non-target stimulus in the vicinity of the motion control unit of the target within the game content.

[0117] For example, in low-difficulty game content, non-target stimuli may be limited to the uppermost portion of the game content, resulting in monsters appearing only in that area and requiring avoidance. Conversely, in high-difficulty game content, non-target stimuli may extend across the entire upper portion of the game content, or may not be limited to the upper portion of the game content, resulting in monsters appearing in a wider area and requiring avoidance.

[0118] Meanwhile, game content can consist of attention training tasks and auditory coordination tasks according to auditory target or non-target stimuli in addition to visual tasks.

[0119] The processor (150) may be configured to output sounds corresponding to monsters that the user must avoid and monsters that the user must defeat during the game according to an auditory guide provided before the game, or to visually arrange and output sounds corresponding to monsters that the user must avoid and monsters that the user must defeat during the game according to a visual or auditory guide provided before the game.

[0120] In other words, game content can consist of attention training tasks that present non-target stimuli or target stimuli visually or auditorily.

[0121] As an example, the user can remember the non-target stimulus (monster to be avoided) or the target stimulus (monster to be defeated) according to the visual guide provided before the game, and click the screen within the terminal (110) according to the non-target stimulus or target stimulus during the game.

[0122] As an example, before performing a terminal (110) game, a monster guide UI (User Interface) is displayed on the screen so that the user can recognize or remember the target stimulus monster and the non-target stimulus monster in advance, and when a monster appears on the screen thereafter, the character's movement can be set to tag the target stimulus monster or avoid the non-target stimulus monster by touching anywhere on the screen.

[0123] Alternatively, the screen of the terminal (110) can be tilted to move in the direction of an acquisition item that needs to be acquired, or in the direction of a evasion item that needs to be avoided.

[0124] Alternatively, as another example, the player may memorize the sound of an inhibitory element or target element according to an auditory guide provided before the game, and click a button or screen according to the sound generated during the game.

[0125] In addition, the processor (150) may be configured to display the achievement for the attention training task as a response rate for the target stimulus, an omission rate for the target stimulus, a false alarm rate for the non-target stimulus, a non-response rate for the non-target stimulus, a response speed, and a standard deviation of the response speed, and to display the achievement for the visual coordination task as a correct answer rate according to whether an item to be avoided was avoided and whether an item to be obtained was obtained.

[0126] Attention training tasks are important for ADHD treatment, and their performance can be measured by various parameters. Conversely, visual coordination tasks are supplementary tasks for ADHD treatment, and their performance can be measured by a single parameter.

[0127] For example, for a visual coordination task, only the correct answer rate based on whether the target item was acquired or the target item was avoided could be output. For an auxiliary task involving attention, a simplified success / failure indicator could be provided.

[0128] For attention training tasks, performance can be detailed by indicating multiple parameters, such as avoidance or false alarms of inhibitory elements, response or omission of target elements, and response speed or standard deviation of response speed for target element responses. As a key attention-related task, abilities such as attention, inhibition, and working memory can be specifically assessed using multiple parameters.

[0129] Meanwhile, as illustrated in FIGS. 5 and 6, the processor (150) may determine the difficulty level by differently determining the monster appearance pattern, the item appearance pattern, and the number of memory elements. The monster appearance pattern may include a pattern in which an evasion monster to be avoided or an acquisition monster to be defeated appears, and the item appearance pattern may include a pattern in which an evasion item to be avoided or an acquisition item to be acquired appears. Interference elements within the game content may refer to the arrangement of non-target stimuli including evasion monsters or evasion items.

[0130] The monster appearance pattern is the same, but you can determine the difficulty by adjusting the monster appearance location.

[0131] As shown in Figure 5(a), the appearance pattern of the acquired monster or evaded monster can be limited by fixing it to the top center, and the acquired item or evaded item can be arranged in a line.

[0132] If the difficulty level is increased, as shown in Figure 5(b), the appearance pattern of the acquired monster or evaded monster can be randomly placed in the center, and the acquired item or evaded item can be placed diagonally.

[0133] Alternatively, as shown in Figure 6(a), the appearance pattern of the acquired monster or evaded monster can be randomly placed left and right, or fixed to the left or right, and the acquired item or evaded item can be placed in a zigzag pattern.

[0134] Alternatively, as shown in Figure 6(b), the appearance pattern of the acquired monster or evaded monster can be randomly placed in the center or left and right, and the acquired item or evaded item can be randomly placed.

[0135] Additionally, the difficulty can be increased by increasing the number of monsters to kill or monsters to evade, which are memory elements, or by changing their ratio.

[0136] Accordingly, the frequency or appearance pattern of the target stimulus or non-target stimulus can be adjusted according to the difficulty level of the game content, and the range of increase or decrease in the execution speed of the target stimulus or non-target stimulus can be additionally adjusted.

[0137] This difficulty can be determined randomly, and during the game, the difficulty can be adjusted at preset time intervals, taking into account the number of consecutive successes / failures.

[0138] Specifically, as illustrated in FIG. 7, the achievement result of an item or monster can be collected through a first collection unit (120) that obtains game data by checking whether an acquisition item has been acquired or an evasion item has been avoided among items arranged in the order of game progression, and by checking whether an acquisition monster has been defeated or an evasion monster has been avoided among monsters arranged in the order of game progression.

[0139] In other words, the processor (150) can lower the difficulty of the current stage by considering the number of consecutive failures in which the achievement rate of the in-game data of the current stage or set does not reach a preset number.

[0140] As illustrated in Fig. 7, the processor (150) can check for a user's consecutive failures based on the results collected from the first collection unit (120) (S701). If the success rate of each stage or each set performed multiple times does not reach a preset success rate, the user may be judged to have failed.

[0141] At this time, if a stage or set is judged as a failure, the number of consecutive failures may be considered. For example, if a player fails 5 / 8 / 10 times consecutively (S702), the difficulty level may be adjusted based on the number of consecutive failures (S703).

[0142] In other words, rather than immediately judging success / failure for each attempt and adjusting the difficulty, the accumulated success / failure is judged over a preset number of attempts unknown to the user, for example, 5, 8, or 10, and if the accumulated success / failure does not exceed the preset number, the difficulty can be adjusted downward.

[0143] At this time, at least one of the frequency, ratio, or number of target elements or avoidance elements related to the attention training task can be adjusted to lower the difficulty level.

[0144] For example, assuming that the difficulty in S702 is represented only as -2, -1, 0, 1, 2, if you fail 5 times in a row, you can change the maximum difficulty of the set to 1. If you fail 8 times in a row, you can keep the maximum difficulty of the set at 1, but lower the current set difficulty by -1 and set it to start over from the 8th consecutive failure condition. If you fail 10 times in a row, you can lower the current set difficulty to 0, lower the current set difficulty by -2, and set it to start over from the 10th consecutive failure condition.

[0145] Then, if a player succeeds by exceeding the preset achievement rate, the previous number of failures can be reset. This allows the game content to be designed to prevent user deprivation and maintain focus.

[0146] Therefore, the maximum or minimum real-time difficulty may change depending on the user's in-game data, and the current difficulty may also change in the meantime.

[0147] Meanwhile, the game content configuration provided to the terminal (110) can be configured as shown in FIGS. 8 and 9.

[0148] Referring to Figure 8, a character may be placed in the center of the in-game screen, a stage progress bar may be displayed in the upper right corner, and a combo achievement rate may be displayed in the upper left corner. This is to increase the healing effect by inducing the user's concentration to achieve higher combos by indicating the combo achievement rate.

[0149] In Fig. 8, the combo achievement rate is displayed, but as described above, the achievement for the attention training task can be displayed as the response rate for the target element, the omission rate for the target element, the false alarm rate for the suppression element, the non-response rate for the suppression element, the response speed and the standard deviation of the response speed, and the achievement for the visual coordination task can be displayed as the correct answer rate according to whether an item that should be avoided was avoided and whether an item that should be obtained was obtained.

[0150] Additionally, although a stage progress bar is displayed in Fig. 8, the stage progress bar can be omitted so that the user can maintain attention until the end as he or she cannot tell when the stage ends.

[0151] You can set the character's movement to tag a monster that is a target stimulus or to avoid a monster that is a non-target stimulus by touching anywhere on the screen, or you can set the character to move in the direction of a coin that needs to be obtained or in the direction of a coin that needs to be avoided by tilting the screen of the terminal (110).

[0152] In addition, the game providing device (100) according to the present invention may further include an artificial intelligence model that collects data from the first collection unit (120) or the second collection unit (130) and determines whether the user's condition has improved.

[0153] The above AI model can adjust the difficulty of the current stage or set based on the degree of status improvement. Based on user status information and character status information, the AI ​​model can be configured to evaluate the user's game adaptability, and based on the user's game adaptability, change at least one of the following: play mission information, the level of monsters appearing, or the level of items provided.

[0154] In addition, the game providing device (100) according to the present invention may further include a device or auxiliary program (e.g., a site for medical staff, an application for guardians) that is remotely connected to the first collection unit (120), the second collection unit (130), and the third collection unit (140) to display the collection results, and an alarm unit that provides an alarm when the improvement and deterioration fluctuation amount of the collection results is greater than the moving average value of the improvement and deterioration fluctuation amount within a preset period.

[0155] An external server connected to the first collection unit (120), the second collection unit (130), or the third collection unit (140) can provide data to a medical professional through the device or auxiliary program connected to the external server, and can provide information so that a doctor can make a decision on whether to perform treatment based on information collected by the first collection unit (120), the second collection unit (130), and the third collection unit (140), such as the user's data log and motion data.

[0156] At this time, the device or auxiliary program can organize and provide the collected information in the form of a diagram, graph, etc. through a separate processor, and if meaningful information is detected from the provided information, the alarm unit can provide an alarm.

[0157] Meanwhile, FIG. 9 illustrates a computing device according to one embodiment of the present invention. As illustrated in FIG. 9, the game providing device (100) according to the present invention may be implemented in the form of a recording medium storing computer-executable commands. The commands may be stored in the form of program code, and when executed by a processor, may generate program modules to perform the operations of the disclosed embodiments. The recording medium may be implemented as a computer-readable recording medium.

[0158] The game providing device (100) according to the present invention may correspond to a computing device (12), and the computing device (12) may include at least one processor (14), a computer-readable storage medium (16) including a program (20), and a communication bus (18). In this case, the processor (14) may be the same processor as the processor (150) described above.

[0159] Additionally, the computing device (12) may include one or more input / output interfaces (22) and one or more network communication interfaces (26) that provide interfaces for input / output devices (24).

[0160] The disclosed embodiments have been described with reference to the attached drawings as described above. Those skilled in the art will understand that the present disclosure can be implemented in forms other than the disclosed embodiments without altering the technical spirit or essential features of the present disclosure. The disclosed embodiments are illustrative and should not be construed as limiting.

Claims

1. A first collection unit that is connected to a terminal that provides game content and obtains in-game data when the user plays the game; A second collection unit connected to the terminal and obtaining motion data of a user playing a game; and A processor that adjusts the proportion of attention training tasks and visual coordination tasks that constitute the above game content; The above attention training task is a game task that determines which monsters the user must avoid and which monsters the user must acquire during the game, according to the guide provided before the game. The above visual coordination task is a game task in which the user moves the terminal according to an item that must be avoided or an item that the user must obtain. The above processor, The weight of the visual coordination task that constitutes the game content within one stage is configured to be lower than the weight of the attention training task. A game-providing device for treating ADHD that provides working memory and attention-based tasks.

2. In paragraph 1, The above processor, In the above attention training task, the difficulty of the game content is adjusted according to at least one of the number of non-target stimuli or target stimuli, the ratio of the target stimulus to the sum of the non-target stimuli and the target stimuli, the discrimination time limit, and the length of one stage. A game-providing device for treating ADHD that provides working memory and attention-based tasks.

3. In paragraph 2, The above processor, If the user's performance on the above attention training task is lower than the preset performance, the target stimulus provided in the guide before the game is output to the terminal during the game. A game-providing device for treating ADHD that provides working memory and attention-based tasks.

4. In paragraph 1, The above processor, The difficulty of the visual coordination task is configured to be lowered as much as the difficulty of the attention training task is increased. A game-providing device for treating ADHD that provides working memory and attention-based tasks.

5. In paragraph 1, The above processor, In the game content within the above stage, digit span data is additionally provided at equal or spaced time intervals, configured to determine whether the entered user data corresponds to the above numeric span data, A game-providing device for treating ADHD that provides working memory and attention-based tasks.

6. In paragraph 1, The above processor, The stage ends normally at a random point in time within the preset game time range. Tagging the end element during the game according to the guide provided before the game will immediately end the stage and provide a greater reward than a normal end. A game-providing device for treating ADHD that provides working memory and attention-based tasks.

7. In paragraph 1, The above processor, Configured to change the difficulty of the current stage downward after the number of consecutive failures in which the achievement rate of the in-game data of the current stage or set does not reach a preset number, taking into account the number of consecutive failures. A game-providing device for treating ADHD that provides working memory and attention-based tasks.

8. In paragraph 1, The above processor, Configured to output the corresponding sounds of non-target stimuli that the user must avoid and target stimuli that the user must obtain during the game according to the auditory guide provided before the game. A game-providing device for treating ADHD that provides working memory and attention-based tasks.

9. In paragraph 1, The above processor, The achievement of the above attention training task is expressed as the response rate to the target stimulus, the omission rate to the target stimulus, the false alarm rate to the non-target stimulus, the non-response rate to the non-target stimulus, the response speed, and the standard deviation of the response speed. The achievement level for the above visual coordination task is configured to be displayed as the correct answer rate according to whether the item that must be avoided is avoided and whether the item that must be obtained is obtained. A game-providing device for treating ADHD that provides working memory and attention-based tasks.

10. In a method performed by a processor of a device, A step of acquiring in-game data when a user plays a game by connecting to a terminal that provides game content; A step of acquiring motion data of a user connected to the terminal and playing a game; and A step of adjusting the proportion of attention training tasks and visual coordination tasks that constitute the above game content; The above attention training task is a game task that determines which monsters the user must avoid and which monsters the user must kill during the game according to the guide provided before the game. The above visual coordination task is a game task in which the user moves the terminal according to an item that must be avoided or an item that the user must obtain. The step of adjusting the above specific gravity is: Adjusting the proportion of the visual coordination task that constitutes the game content within one stage to be lower than the proportion of the attention training task. A game delivery method for a game delivery device for treating ADHD that provides working memory and attention-based tasks.

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