Neuroplasticity games for addiction
First Claim
1. A computerized training program to systematically drive neurological changes to treat an addiction, wherein a plurality of addiction-related stimuli stimulate craving for the object of the addiction, the training program comprising:
- a computerized reverse conditioning game configured to;
present a plurality of target and distractor stimuli, wherein a subset of the distractor stimuli are addiction-related stimuli;
prompt a game participant to respond to the target stimuli and ignore the distractor stimuli;
receive the game participant'"'"'s input through a game piece;
provide an indication to the game participant of whether the game participant'"'"'s input was accurate or apt;
provide a signal indicative of the game participant'"'"'s performance or game difficulty; and
repeat the presenting through providing a signal steps over multiple repetitions while adapting one or more difficulty parameters to target maintenance of a success rate within a predetermined range; and
a computerized game manager configured to administer the game, manipulate the target and distractor stimuli, and receive input from a game piece;
wherein the addiction is an over-eating disorder, and the distractor stimuli comprise images of food.
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Abstract
A training program is configured to systematically drive neurological changes to treat an addiction, wherein a plurality of addiction-related stimuli stimulate craving for the object of the addiction. The training program comprises at least one computerized reverse conditioning game configured to present a plurality of target and distractor stimuli, wherein a subset of the distractor stimuli are addiction-related stimuli, and prompts a game participant to respond to the target stimuli and ignore the distractor stimuli.
193 Citations
3 Claims
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1. A computerized training program to systematically drive neurological changes to treat an addiction, wherein a plurality of addiction-related stimuli stimulate craving for the object of the addiction, the training program comprising:
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a computerized reverse conditioning game configured to; present a plurality of target and distractor stimuli, wherein a subset of the distractor stimuli are addiction-related stimuli; prompt a game participant to respond to the target stimuli and ignore the distractor stimuli; receive the game participant'"'"'s input through a game piece; provide an indication to the game participant of whether the game participant'"'"'s input was accurate or apt; provide a signal indicative of the game participant'"'"'s performance or game difficulty; and repeat the presenting through providing a signal steps over multiple repetitions while adapting one or more difficulty parameters to target maintenance of a success rate within a predetermined range; and a computerized game manager configured to administer the game, manipulate the target and distractor stimuli, and receive input from a game piece; wherein the addiction is an over-eating disorder, and the distractor stimuli comprise images of food. - View Dependent Claims (2, 3)
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Specification