Gamified Attention Training System for Psychiatric Treatment
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Solution Overview
Problem
Current computerized Attention Training (AT) systems for treating distress and fear-related disorders struggle to maintain subject engagement over extended periods, as they require consistent and lengthy participation, which is challenging even for dedicated subjects.
Innovation Solution
A mobile application-based system that uses a swipe-based user interaction to train subjects to focus away from unpleasant stimuli and towards pleasant stimuli, incorporating a focal point indicator, stimulus images, and response invitation indicators, with incentives to reduce reaction time and encourage continued participation through rewards and game-like mechanics.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If conventional dot probe testing is used to treat distress and fear-related disorders, then attention bias modification can be achieved, but subject engagement and adherence deteriorate over extended treatment periods
Solution Approach 1:
The patent combines Attention Training with a gamified card game interface, merging therapeutic dot probe testing with engaging game mechanics. The card game presents threatening and non-threatening images in a familiar, entertaining format that maintains subject engagement while delivering the same attention bias modification treatment.
Solution Approach 2:
The patent transforms the traditional dot probe interface into a card game with varying parameters including different card types, game rounds, and interactive elements. This parameter transformation maintains the core therapeutic mechanism while significantly improving engagement and adherence throughout treatment sessions.
2Reliability
If Attention Training is delivered through traditional computerized interfaces, then threat bias reduction can be achieved, but treatment duration and complexity increase
Solution Approach 1:
The patent uses familiar card game imagery and interactions as a copy of traditional therapeutic interfaces. By replicating the engaging format of card games that users already know and enjoy, the treatment delivers effective attention bias modification through a simplified, familiar interface rather than a complex new system.
3Reliability
If lengthy participation is required for effective Attention Training, then treatment outcomes improve, but user adherence deteriorates
Solution Approach 1:
The patent structures treatment as periodic card game rounds with varying themes and interactions. Each round provides discrete, manageable therapeutic doses that accumulate over time, allowing users to engage in lengthy treatment through multiple short, engaging sessions rather than prolonged continuous attention.
Solution Approach 2:
The patent maintains continuous therapeutic engagement by seamlessly integrating treatment into ongoing card game play. The useful action of playing the card game continues throughout sessions, with each interaction serving both game and therapeutic purposes, thereby sustaining user adherence throughout the treatment course.
Data Source
AI summary
Systems and methods for providing treatment for psychiatric conditions are disclosed. Preferred systems include programs stored in a memory and configured to be executed by processors to treat a subject for a psychiatric condition. The programs include instructions for conducting a therapy session, which includes a plurality of sequential turns. Each turn includes: (i) displaying, for a predetermined focal point indicator display time period and thereafter terminating the displaying of, a focal point indicator at a focal point indicator location in a display area of a display; (ii) after terminating the display of the focal point indicator, displaying, together for a predetermined stimulus display time period and thereafter terminating the display of, first and second stimulus images at respective first and second stimulus image locations in the display area, the first and second stimulus images being associated with respective first and second stimuli, the stimulus image locations being of equal prominence in relation to the focal point indicator location; (iii) after terminating the display of the stimulus images, displaying in connection with the first stimulus image location a response invitation indicator; (iv) receiving a user input in response to the display of the response invitation indicator; (v) determining at least one user input aspect of the user input related to the display of the response invitation indicator; and (vi) when the at least one user input aspect has at least one desired characteristic, implementing a user incentive to modify the user input aspect for a subsequent turn.


