Gamified Self-Control Training for Substance Usage Management
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Solution Overview
Problem
Current treatments for substance use disorders, such as pharmacotherapy and psychotherapy, exhibit limitations in efficacy due to poor real-world accessibility and ongoing desires to use drugs, leading to high relapse rates and significant economic costs.
Innovation Solution
The implementation of gamified self-control training exercises on mobile devices, which include cognitive activities designed to increase craving tolerance and impulse control, are provided as a method for managing substance usage. This method involves receiving a session length from the user, selecting boost games with varying cognitive loads, and displaying these games via a graphical user interface for specific time durations.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If traditional pharmacotherapy and psychotherapy are used to treat substance use disorders, then treatment coverage is provided, but accessibility is poor and relapse rates remain high
Solution Approach 1:
The patent replaces traditional clinical treatment mechanisms (pharmacotherapy and psychotherapy requiring physical clinic visits) with a digital mobile application system that delivers cognitive training exercises through smartphones, making treatment accessible anywhere and anytime without geographic or scheduling constraints
Solution Approach 2:
The patent creates a digital copy of therapeutic cognitive training programs originally designed for clinical settings, transferring the essence of self-control training into a mobile application format that replicates therapeutic benefits while eliminating barriers to access
2Reliability
If traditional treatments are provided, then some level of support is given, but drop-off rates are high due to ongoing desire to use drugs
Solution Approach 1:
The patent implements just-in-time interventions that deliver cognitive training exercises at predetermined high-risk moments (e.g., during cravings or before known triggers), proactively strengthening self-control capabilities before substance use occurs rather than reacting after relapse
Solution Approach 2:
The patent employs periodic cognitive training sessions structured at regular intervals and triggered by user state detection, providing repeated reinforcement of self-control mechanisms to progressively build resistance against cravings over time
3Reliability
If intensive treatments are administered, then some improvement is achieved, but relapse rates remain between 40% and 60% by six months
Solution Approach 1:
The patent ensures continuous engagement with treatment through a mobile application accessible 24/7, allowing users to practice cognitive training exercises continuously in their daily lives rather than during discrete intensive treatment periods, maintaining therapeutic momentum indefinitely
Solution Approach 2:
The patent implements adaptive training programs that dynamically adjust exercise difficulty and frequency based on user performance and progress, evolving the treatment intensity over time to match changing user needs and maintain engagement throughout the recovery journey
Data Source
AI summary
Systems and methods for managing substance usage. The method includes receiving, at a mobile computing device, a session length from a user. The method also includes selecting, by the mobile computing device, a first boost game that provides a first cognitive load. The method further includes displaying, to the user via a graphical user interface of the mobile computing device, the first boost game for a first time duration. The method also includes selecting, by the mobile computing device, a second boost game that provides a second cognitive load. The second cognitive load is greater than the first cognitive load. The second boost game includes a self-control training exercise. The method further includes displaying, to the user via the graphical user interface, the second boost game for a second time duration. The first time duration and the second time duration are determined based on the session length.


