Game-Based Neuroplasticity Training for Cognitive Deficits

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Solution Overview

Problem

Current interventions for social cognition deficits in autism, ADHD, depression, traumatic brain injury, and other neurological disorders are inadequate, as they often rely on top-down instructional approaches, are not theoretically grounded in neurological processes, and fail to generalize to everyday situations, leading to limited effectiveness and high costs.

Innovation Solution

A game-based training system that progressively challenges cognitive processes, including social cognition, attention, and executive functions, using adaptive difficulty adjustment and a structured reward economy, to drive neurological changes and improve cognitive deficits through a multi-faceted, web-deliverable, and game-based neurological training system.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Productivity

If top-down instructional approaches are used to treat cognitive deficits, then intervention coverage can be expanded, but effectiveness is limited and costs remain high

Engineering Contradiction:
Improveintervention coverageVSAvoideffectiveness
Core Design Contradiction:
ProductivityVSReliability

Solution Approach 1:

The patent replaces traditional mechanical instructional approaches (therapist-delivered top-down instruction) with a computer-based game system that uses bottom-up neurological training. The game-based system engages elementary cognitive processes through interactive gameplay, allowing scalable delivery while driving neurological changes that generalize to real-world functioning, thereby resolving the contradiction between coverage expansion and effectiveness maintenance

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

Solution Approach 2:

The patent changes the fundamental parameters of intervention delivery by shifting from passive instructional receipt to active game-based engagement. The system uses adaptive difficulty adjustment, progressive challenge sequences, and neuroscientifically-grounded game mechanics to transform how cognitive training is delivered, enabling both broad coverage and high effectiveness simultaneously

Inventive Principle:
Principle #35Parameter changes

2Ease of operation

If traditional interventions are used, then implementation is simpler, but generalization to everyday situations fails

Engineering Contradiction:
Improveimplementation simplicityVSAvoidgeneralization to real-world situations
Core Design Contradiction:
Ease of operationVSAdaptability or versatility

Solution Approach 1:

The patent applies preliminary action by using game-based training to pre-establish neurological changes and cognitive improvements before real-world application is needed. The bottom-up training sequence progressively builds elementary cognitive processes that automatically generalize to everyday situations, making the intervention both simple to implement and highly adaptable to real-world contexts

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The patent introduces game-based training as an intermediary between traditional instruction and real-world application. The game system serves as a mediator that translates simple gameplay interactions into complex neurological changes, which then automatically generalize to everyday situations without requiring complex implementation protocols

Inventive Principle:
Principle #24Intermediary (Mediator)

3Reliability

If costly limited interventions are used, then targeted treatment is provided, but scalability is reduced

Engineering Contradiction:
Improvetreatment qualityVSAvoidscalability
Core Design Contradiction:
ReliabilityVSProductivity

Solution Approach 1:

The patent uses copying by replacing expensive therapist-delivered interventions with computer-based game copies that can be delivered at scale. The game-based system replicates the therapeutic value of personalized intervention through standardized gameplay sequences, maintaining treatment quality while enabling widespread scalability across diverse populations

Inventive Principle:
Principle #26Copying

Solution Approach 2:

The patent applies universality by designing a game-based system that can serve multiple therapeutic functions across different cognitive deficits and populations. The same game platform delivers tailored training for various elementary cognitive processes, making high-quality treatment universally accessible while maintaining cost-effectiveness and scalability

Inventive Principle:
Principle #6Universality (Multi-functionality)

Data Source

PatentUS9911348B2Neuroplasticity games
Publication Date: 2018.03.06 POSIT SCIENCE CORP
  • US9911348B2 patent drawing
  • US9911348B2 patent drawing
  • US9911348B2 patent drawing

AI summary

A game delivery system delivers a plurality of games in a training program. The training program is configured to systematically drive neurological changes to overcome cognitive deficits associated with a neurological disorder. In one embodiment, the training program includes an initial batch of games that predominantly exercise elemental, lower-level cognitive processes and sensory deficits. After a game participant progresses through the initial batch of games, the training program provides games that impose comparatively greater higher-order cognitive processing requirements on the participant. A clinician portal provides remote access to a clinician to data about the game participant's compliance and performance with the training program. The clinician portal also enables the administrator to configure the training program.