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

VSEngineering 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

Engineering Contradiction:
Improvetreatment efficacyVSAvoidaccessibility
Core Design Contradiction:
ReliabilityVSEase of operation

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

Inventive Principle:
Principle #28Mechanics substitution (Replace mechanical system)

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

Inventive Principle:
Principle #26Copying

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

Engineering Contradiction:
Improvetreatment retentionVSAvoidcraving intensity
Core Design Contradiction:
ReliabilityVSObject-generated harmful factors

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

Inventive Principle:
Principle #10Preliminary action

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

Inventive Principle:
Principle #19Periodic action

3Reliability

If intensive treatments are administered, then some improvement is achieved, but relapse rates remain between 40% and 60% by six months

Engineering Contradiction:
Improvelong-term recoveryVSAvoidrecovery duration
Core Design Contradiction:
ReliabilityVSLoss of time

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

Inventive Principle:
Principle #20Continuity of useful action

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

Inventive Principle:
Principle #15Dynamics

Data Source

PatentUS20250029506A1Substance usage management with gamified self-control training exercises
Publication Date: 2025.01.23 NXTECH INC
  • US20250029506A1 patent drawing
  • US20250029506A1 patent drawing
  • US20250029506A1 patent drawing

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.