Game-Based Neuroplasticity Training for Cognitive Deficits
Find Innovative SolutionsGenerate Solutions
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
Engineering 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
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
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
2Ease of operation
If traditional interventions are used, then implementation is simpler, but generalization to everyday situations fails
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
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
3Reliability
If costly limited interventions are used, then targeted treatment is provided, but scalability is reduced
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
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
Data Source
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.


