Therapeutic Overlay System for Third-Party Game Difficulty Adaptation

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Solution Overview

Problem

Current game-based therapies for mental health and cognitive disorders lack a platform to effectively integrate therapeutic content with third-party game systems, limiting their ability to adapt gameplay difficulty based on real-time physiological feedback.

Innovation Solution

A system and method that overlays visual therapeutic content onto third-party games, using physiological feedback to dynamically adjust gameplay difficulty, incorporating features like visual indicators and obstacles to enhance user engagement and therapeutic impact, without requiring direct access to the game code.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If game-based therapy integrates with third-party game systems, then therapeutic reach and engagement are improved, but the ability to access and modify game code for therapeutic purposes is limited

Engineering Contradiction:
Improvetherapeutic reachVSAvoidcode access complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent introduces an intermediary application layer that sits between the third-party game system and the therapeutic modification layer. This intermediary captures game state information through allowed interfaces and applies therapeutic modifications without requiring direct access to or modification of the underlying game code, thus resolving the contradiction between therapeutic adaptability and code access complexity

Inventive Principle:
Principle #24Intermediary (Mediator)

Solution Approach 2:

The system segments the game therapy platform into distinct layers: the third-party game system layer, the intermediary application layer, and the therapeutic modification layer. This segmentation allows each layer to operate independently with well-defined interfaces, enabling therapeutic functionality to be added without complicating the underlying game system architecture

Inventive Principle:
Principle #1Segmentation

2Reliability

If gameplay difficulty is dynamically adjusted based on physiological feedback, then therapeutic effectiveness is improved, but system complexity increases

Engineering Contradiction:
Improvetherapeutic effectivenessVSAvoidsystem complexity
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

The system implements a feedback loop where physiological sensors continuously monitor the player's emotional state, and the intermediary application dynamically adjusts game difficulty parameters based on this feedback. The feedback mechanism uses predefined thresholds and adjustment rules to automatically modulate gameplay, improving therapeutic effectiveness while keeping the control logic manageable through rule-based decision making

Inventive Principle:
Principle #23Feedback

Solution Approach 2:

The system dynamically adjusts game difficulty parameters in real-time based on physiological feedback, transitioning from static game design to dynamic adaptive gameplay. This allows the game to respond to player emotional states, enhancing therapeutic effectiveness while the modular architecture keeps system complexity manageable

Inventive Principle:
Principle #15Dynamics

3Adaptability or versatility

If visual therapeutic content is overlaid on game content, then therapeutic engagement is improved, but visual clarity and game performance may deteriorate

Engineering Contradiction:
Improvetherapeutic engagementVSAvoidvisual clarity
Core Design Contradiction:
Adaptability or versatilityVSIllumination intensity

Solution Approach 1:

The system applies therapeutic visual overlays selectively in specific regions of the game display rather than uniformly across the entire screen. By localizing the therapeutic content to specific areas, the system maintains visual clarity in critical game regions while still providing sufficient therapeutic engagement in the overlay regions

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The visual overlays are dynamically adjusted based on physiological feedback and game context. The system can modify overlay opacity, size, and positioning in real-time, reducing overlay intensity when visual clarity is critical for gameplay while enhancing therapeutic engagement when the player's physiological state permits

Inventive Principle:
Principle #15Dynamics

Data Source

PatentUS11130064B2Systems and methods for biofeedback gameplay
Publication Date: 2021.09.28 NEUROMOTION
  • US11130064B2 patent drawing
  • US11130064B2 patent drawing
  • US11130064B2 patent drawing

AI summary

Techniques are disclosed for deploying game-based therapy correlated with, but independent from, an executing game program. In general, game content within a display can be improved with an overlay of visual therapeutic content such as a visual indicator of a current emotional or physiological state, along with visual features or effects that alter game difficulty. A variety of visual effects can usefully be integrated with third-party game content with requiring direct computation access to the executing game code. For example, effects such as dimming, fading, pixelating, or fogging can be rendered within active regions of a game window independently from, but correlated with the visual content of, the current game. This is suitable for delivering treatment for a range of cognitive and similar disorders and permits rendering of user-specific therapeutic content in combination with third-party games and gaming platforms.