Unless otherwise indicated herein, the materials described in this section are not prior art to the claims in this application and are not admitted to be prior art by inclusion in this section.
The subject matter in general relates to behavioral traits in humans, and more particularly but not exclusively, the subject matter is directed to a technical solution to overcome lack of self-control, which is a weak behavioral trait.
An individual's behavior towards others, attitudes and characteristics, defines his personality. Each individual's personality is a combination of both positive and negative traits. A person may be driven by his positive traits at times and by negative traits at other times. As a result, to classify a person into a single personality type is difficult, as there are several different behavioral traits a person can have. Behavioral traits may be influenced by genes and/or by the environment where he grew up or may have spent most of his time during the stage of brain development. As an example, lack of self control may be caused by genetic predisposition. When previous generations of a person did not exert self-control in their life-time, their genetic makeup will be passed on to him, resulting in a weak wiring of self control in his brain. Additionally lack of self control may be caused by environmental factors, such that if a child's behavior was not monitored, or deviant behavior was not corrected, the child will grow up into a person who lacks self control. On the other hand, higher supervision and too much of punishment can also affect the development of self-control in the child.
Understanding what makes people who they are has been a challenge in the world of psychology. One of the approaches used for determining the personality of a person is by way of taking a psychology based personality test. In such a test, the person answers a set of questions, and based on the answers gets a report detailing the type of personality that person may have. On the other hand, behavior of a person may be observed to determine weak personality traits in him. Behavior of a person who lacks self control may include preferring smaller, immediate rewards over larger but delayed rewards, acting impulsively without much thought and based on what they are feeling at the moment and acting without thinking of the consequences, even if they are potentially damaging, among others.
Negative or weak traits in a person can lead to difficulty in achieving their life goals. Conventionally, people try to overcome their weaknesses when one understands one's weaknesses or weak traits. An individual may approach a counselor or a psychologist with a view that, the counselor or the psychologist may be able to help him address his negative or weak trait. The person may have to undergo several sessions with the counselor. Such sessions may deal with the negative trait via a broad based general (not focused at the root of the weak trait) approach, which may be effective in the short run. For example, if a person is trying to deal with stress, the person may be advised to engage in regular exercise, outdoor games, engage socially and so on, which may prove effective to an extent for the time being.
Currently, there are multiple games and applications that may work in the same way as a counseling process. Even these games deal with the negative trait via a general approach. As an example if a person is not capable of reading at good speed, the person is subjected to games related to reading to improve his speed of reading. Such approach may be effective in the short run and does not address negative traits in a wholesome manner.
In light of the foregoing discussion there is a need for an improved technique to overcome lack of self control, which can be classified as a weak personality trait based on the goals of the person.
An embodiment provides a system for enabling a user to overcome lack of self control and/or develop self control. The system includes an activity module. The activity module is configured to enable the user to engage in at least a first activity in a virtual environment. The first activity is directed to rewire a first defective wiring of the brain. The first defective wiring results in a tendency to be biased towards short-term gratification. The activity module is further configured to enable the user to engage in at least a second activity in the virtual environment. The second activity is directed to rewire a second defective wiring of the brain. The second defective wiring results in failure to weigh between short-term gratification and long term outcome. Symptom of the first and the second defective brain wrings is lack of self-control. Additionally, the activity module is configured to provide automated instructions to the user to engage in at least one activity, wherein the one activity is performed in a real world environment. The activity is directed to rewire the first defective wiring of the brain. Furthermore, the activity module is configured to provide automated instructions to the user to engage in yet another activity. The yet another activity is performed in the real world environment. The yet another activity is directed to rewire the second defective wiring of the brain.
Another embodiment provides a method for enabling a user to overcome lack of self-control. The method includes enabling the user to engage in at least a first activity in a virtual environment. The first activity is directed to rewire a first defective wiring of the brain. The first defective wiring results in a tendency to be biased towards short term gratification. The user is enabled to engage in at least a second activity in the virtual environment. The second activity is directed to rewire a second defective wiring of the brain. The second defective wiring results in failure weigh between short term gratification and long term outcome. Symptom of the first and the second defective wiring is lack of self control. Further, automated instructions are provided to the user to engage in at least one activity. The one activity is performed in a real world environment. The activity is directed to rewire the first defective wiring of the brain. Furthermore, automated instructions are provided to the user to engage in yet another activity. The yet another activity is performed in the real world environment. The yet another activity is directed to rewire the second defective wiring of the brain.
Yet another embodiment provides a system for enabling a user to overcome lack of self control. The system includes an activity module configured to enable the user to engage in at least a first activity in a virtual environment, wherein the first activity is directed to rewire a first defective wiring of the brain, wherein the first defective wiring results in tendency to be biased towards short term gratification. The activity module is further configured to enable the user to engage in at least a second activity in the virtual environment, wherein the second activity is directed to rewire a second defective wiring of the brain, wherein the second defective wiring results in failure weigh between short term gratification and long term outcome, wherein symptom of the first and the second defective wiring is lack of self control, wherein engagement in the second activity is enabled after the user has at least participated in the first activity.
Embodiments are illustrated by way of example and not limitation in the Figures of the accompanying drawings, in which like references indicate similar elements and in which:
The following detailed description includes references to the accompanying drawings, which form part of the detailed description. The drawings show illustrations in accordance with example embodiments. These example embodiments are described in enough detail to enable those skilled in the art to practice the present subject matter. However, it will be apparent to one of ordinary skill in the art that the present invention may be practiced without these specific details. In other instances, well-known methods, procedures and components have not been described in detail so as not to unnecessarily obscure aspects of the embodiments. The embodiments can be combined, other embodiments can be utilized or structural and logical changes can be made without departing from the scope of the invention. The following detailed description is, therefore, not to be taken as a limiting sense.
In this document, the terms “a” or “an” are used, as is common in patent documents, to include one or more than one. In this document, the term “or” is used to refer to a nonexclusive “or,” such that “A or B” includes “A but not B,” “B but not A,” and “A and B,” unless otherwise indicated.
Embodiments provide a technical solution to overcome lack of self control, which is a weak behavioral trait. The solution is based on a principle that genetic and environmental factors (may be referred to as “cause”) cause defects in human brain wiring (may be referred to as “defect”), and such defects in human brain wiring express themselves in the form of lack of self control (may be referred to as “symptoms”); hence, to overcome lack of self control, the defective brain wiring have to be rewired, thereby providing a wholesome and long term solution to weak behavioral traits.
In an embodiment, a system is provided to overcome lack of self control/develop self control. The system may include an activity module. The activity module may be configured to enable the user to engage in activities in a virtual environment. The activities in the virtual environment facilitate rewiring of defective brain wiring, wherein the symptom of the defective brain wiring is lack of self control. The activity module may be further configured to provide automated instructions to gradually expose the user to situations in a real environment. The situations may be generally uncomfortable to the user as a result of the defective brain wiring. Exposure to such situation facilitates rewiring of the defective brain wiring.
The activity in the virtual environment may be a brain game. There may be a plurality of levels in the brain game. Each level in the game may have to be successfully completed by the user to unlock a subsequent higher level in the game.
The real world activity may take place in the real world environment, subsequent to the brain games. There may be a plurality of levels in the real world activity.
Self-control is the capacity to overcome automatic impulses in favor of long term goals. Lack of self control leads to being impulsive about short term goals rather than long term goals. People with low self-control prefer smaller, immediate rewards over larger but delayed rewards. As a result, they act impulsively, without much thought and based on what they are feeling at the moment and acting without thinking of the consequences, even if they are potentially damaging.
Lack of self-control is in fact a symptom or consequence of the way an individual's brain is wired. The way an individual's brain is wired is based on the joint influence of genetic and environmental factors. With regards to each kind of brain wiring, genetic and environmental factors may work together in different proportions.
With regards to lack of self-control, the brain of the person lacking self control is wired such that the person tends to be biased towards short term gratification, which may be a defective brain wiring. Additionally, the brain of the person lacking self control is wired such that the individual do not weigh between short term gratification and long term outcome, which may be considered as another defective brain wiring. Such defective brain wiring may have been caused by one or more of genetic predisposition such as, for example, if the previous generations of a person did not exert self-control in their life-time, their genetic makeup will be passed on to him, resulting in a weak wiring of self control in his brain. Additionally defective brain wiring may have been caused by environmental factors. For example, if a child's behavior was not monitored, or deviant behavior was not corrected, the child will grow up into a person who lacks self control. On the other hand, higher supervision and too much of punishment can also affect the development of self-control in the child.
Embodiments provide a solution to rewire the defective brain wirings (addressing the defect) rather than just addressing the behavioral trait (symptom) without addressing the core defect. The solution is directed towards rewiring the defective brain wirings such that the ability to notice the benefits of the long term outcome is increased and ability to weigh between short term gratification and long term outcome is increased.
It is important to identify the brain wiring that results in development of a trait. A wholesome approach to overcome or eradicate or alleviate a negative or a weak behavioral trait in a person would be to implement ways to rectify defect in the brain wiring.
Brain wirings may be referred to as connections of neural pathways in the brain. These connections of the brain form beliefs, thought patterns and response patterns to external stimulation. Rewiring may be referred to as a process of creating new brain wiring and stimulating a person's existing brain wirings so that his beliefs, thought patterns and responses to external stimulation change for the better.
Individuals lacking self control tend to be biased towards short term gratification and they do not weigh between short term gratification and long term outcome. Different brain regions and neural network of the individual are responsible for such defects. Sensory Stimuli, Thalamus, Visual Cortex, Anterior Insular Cortex, Prefrontal Cortex, Ventral Striatum, Behavioral Activation System, Behavioral Inhibition System, Inferior Frontal Gyms and Motor area, among others are important brain regions or the blocks. When a person does not inhibit temptations in their early life, the Behavioral Inhibition System (BIS) becomes weaker and the Behavioral Activation System (BAS) becomes stronger. Moreover, not having processed the information about the temptation and decision making results in a weaker connection between left AIC and PFC (specifically dorsolateral prefrontal cortex).
Referring to the figures, more particularly to
The processor 102 may be any hardware which returns output by accepting signals, such as electrical signals as input. In one embodiment, processors 102 may include one or more processing units (CPUs). The processor(s) 102 may communicate with a number of peripheral devices via the bus system 104. The processor(s) 102 may be implemented as appropriate in hardware, computer-executable instructions, firmware, or combinations thereof. Computer-executable instruction or firmware implementations of the processor(s) 102 may include computer-executable or machine-executable instructions written in any suitable programming language to perform the various functions described.
Communications interface 110 may provide an interface to other communication networks and devices. The input devices 112 may include all possible types of devices and mechanisms for inputting information to system 100. The output devices 114 may include all possible types of devices and mechanisms for outputting information from the system 100. The system 100 may include memory that may store data and program instructions that are loadable and executable on the processor(s) 102, as well as data generated during the execution of these programs. The memory may be volatile, such as random access memory 106 and/or a disk drive or non-volatile memory 108.
Referring to the figures, and more particularly to
The activity module 200 may include a behavioral traits database 202, a collection of games 204, an actions database 206, a logging module 208, an assessment module 210 and a user interface module 212.
Referring to
With regards to self control/lack of self control 214a, the associated information 216 may include information corresponding to the defective brain wirings (defects) 216a and 216b causing lack of self control 214a (symptom of the defect), information about impact 216c of lack of self control 214a on a person, and a list 216d comprising one or more traits that may be confused with lack of self control 214a, among other information. Some or all of the associated information 216 may be displayed to the user of the activity module 200.
A first defective brain wiring 216a causing lack of self control 214a is the brain wiring causing an individual to be biased towards short term gratification. A second defective brain wiring 216b causing lack of self control 214a is the brain wiring causing an individual to fail to weigh between short term gratification and long term outcome.
In an embodiment, the information corresponding to the first and second defective brain wiring 216a, 216b causing lack of self control 214a enables the activity module 200 to select games, activities or actions to overcome lack of self control 214a or in other words, develop self control.
In an embodiment, displaying the information corresponding to the defective brain wiring (defect) 216a, 216b causing lack of self control 214a helps the user in understanding the defects responsible for lack of self control 214a, thereby motivating the user to follow the instructions provided by the activity module 200.
Information about impact 216c of lack of self control 214a can include one or more of preferring smaller, immediate rewards over larger but delayed rewards. Acting impulsively without much thought and based on what they are feeling at the moment and acting without thinking of the consequences, even if they are potentially damaging.
The list 216d of other traits that can be confused with lack of self control 214a includes anger and impatience among others.
In an embodiment, the activity module 200 displays the information corresponding to the brain rewiring that the activity module 200 is attempting to achieve to overcome the weak behavioral trait 214, thereby enabling the user to understand the actual goal he will be instructed to work towards, which in turn can overcome lack of self control 214a and develop the quality of self control.
With regards to lack of self control 214a, the brain rewiring attempted to achieve to overcome lack of self control 214a includes rewiring the defective brain wirings 216a, 216b such that ability to notice the benefits of the long term outcome is increased and ability to weigh between short term gratification and long term outcome is increased.
In an embodiment, the activity module 200 may display the information corresponding to the causes (genetic or environmental) that resulted in the defective brain wirings (defect) 216a, 216b, which in turn resulted in lack of self control 214a, thereby enabling the user to relate to the cause, defect and symptom of the defect, which results in a wholesome experience while working to overcome lack of self control 214a.
Collection of games 204
The activity module 200 includes a collection of digital games 204, which are played in a virtual world. Each of the games 204 is used by the activity module 200 based on the brain rewiring, which the game 204 is capable of achieving.
Referring to
The associated information 218 may further include instructions 221 to be followed by the user to play the game 204. The associated information 218 may additionally include one or more rules 223. Examples of rules include rules for playing each game, rules to proceed to a higher level, scoring method in each level and time assigned to each level to reach the end of the level, among others.
In an embodiment, a higher level of the digital game 204 is unlocked based on predefined criteria.
In an embodiment, the higher level is unlocked upon repeatedly playing a previous level in the digital game 204 for a predefined number of times or duration of time.
In the example presented in
In an embodiment, and as an example, Game A 204a may be directed at rewiring 219 the brain to increase the ability to notice the benefits of the long term outcome. Game B 204 b may be directed at rewiring 225 the brain to increase the ability to weigh between short term gratification and long term outcome.
Game A 204a may be designed to enable them to notice the benefits of the long term outcome. 219. The instruction 221a may include recommendation to play the game 204a for at least a predefined duration for a predefined number of days. The rules 223a may allow proceeding to a next level in the game 204a once a desired level of performance is achieved.
In Game A 204a, the user will be presented a situation which tempts the user to lose self control. The user will be given a plurality of options. The user has to choose the option which makes the individual favor the long-term outcome over short-term gratification. An example of a situation is presented below with all the options. In a real game only a subset of the options are shown.
Game B 204b may be designed to enhance one's ability to weigh between short term gratification and long term outcome 225. The instruction 221b may include recommendation to play the game 204b for at least a predefined duration for a predefined number of days, for example, 3 times a day. The rules 223b may allow proceeding to a next level in the game 204b once a desired level of performance is achieved. Game B 204b may include a plurality of levels.
In a first level, small circles will appear and disappear in every 2-3 seconds interval, on a screen. The circles will have some patterns, such as square, rectangle, triangle, lines, numbers etc. Simultaneously, stars will appear and disappear. For example, when a circle is shown, simultaneously stars will appear and disappear. The user has to make a decision whether to focus on counting the stars or identifying the position of the circles or both. The stars will appear until the circles disappear. Instructions 221b may recommend that 10 such patterns should be shown one after the other. Rules 223b recommends that the user has to identify 7 patterns and count stars 3 times out of 10 stimuli. In this game, stars may be the short term reward and identifying patterns and earning 100 points may be the long term goal. Further, instructions may be provided that the user should be presented with 10 stimuli in this level and the complexity of the task should be 8, as an example.
In a second and a third level, complexity increases in identifying the patterns. Also, the speed of appearing and disappearing of stars will keep varying, within the pattern itself. The user may be presented with 10 stimuli in these levels and the complexity of the tasks should be 8, as an example.
The actions database 206 includes information corresponding to a plurality of real world activities or sets of real world activities. Real world activities may include activities that are performed in a real world environment, as opposed to the digital games played in the virtual world (ex: games included in the collection of games 204).
Referring to
Each real world activity 220 may include associated information 222. As an example, a real world activity may be capable of achieving more than one type of brain rewiring. Each real world activity 220 includes data indicating the brain rewiring(s) 219, 225 it is capable of achieving, so that the activity module 200 can opt to present a choice of one or more real world activities 220, which has the capability to achieve the brain rewiring, which the activity module 200 is attempting to achieve.
The associated information 222 may further include instructions 227 to be followed by the user to perform the real world activity 220 or a set of real world activities 220. The associated information 222 may additionally include one or more rules 229. Examples of rules include rules to proceed to a higher level, scoring method in each level and time assigned to each level to reach the end of the level, among others.
The real world activity 220a may be presented to the user after the user has at least participated in one or more games to a predefined extent that attempts to rewire 219 the first defective brain wiring 216a. The real world activity 220a may be designed to rewire the brain to increase the ability to notice the benefits of the long term outcome 219. Instructions 227a may include recommendation that the action has to be carried out every day and rules 229a may state that each level has to be repeated 5 times, before the next level unlocks.
The user may be recommended to select a situation in which the user tends to lose self control. The activity module 200 may be configured to show the category and its respective actions. The situations presented by the activity module in which the user tend to lose self control may include:
The real world activity 220a may include a plurality of levels. In a first level, the activity module 200 chooses the situations sequentially and displays it to the user.
In a second level, the tasks will be mentioned and each task belonging to a category that the user selected will be shown sequentially.
Time Spending on Surfing: 3 hrs, 4, 5, 6, 7, 8, 9, 10, 11, 12
In a third level, the tasks will be mentioned and each task belonging to a category that the user selected will be shown sequentially.
In a fourth level, the tasks will be mentioned and each task belonging to a category that the user selected will be shown sequentially.
weeks.
The real world activity 220b may be presented to the user after the user has at least participated in one or more games to a predefined extent that attempts to rewire 225 the first defective brain wiring 216b. The real world activity 220b may be designed to rewire the brain to increase the ability to weigh between short-term gratification and long-term outcome 225. Instructions 227b may include recommendation that the action has to be carried out every day and rules 229b may state that each level has to be repeated for a predefined number of times, before the next level unlocks.
Real world activity 220b may include a plurality of levels. In a first level, the tasks will be mentioned and each task belonging to a category that the user selected will be shown sequentially.
In a second level, the tasks will be mentioned and each task belonging to a category that the user selected will be shown sequentially.
In a third level, the tasks will be mentioned and each task belonging to a category that the user selected will be shown sequentially.
In a fourth level, the tasks will be mentioned and each task belonging to a category that the user selected will be shown sequentially.
In a fifth level, instructions will be provided on a screen to mentor another individual who have low self control (and who wants to change) and guide them on the skills that you have learned. This person could be your friend/family member or colleague.
In an embodiment, the action database 206 further includes plurality of physical actions, mind actions and dietary actions, one or more of which may be presented to a user who is trying to overcome lack of self control 214a.
Example of physical actions includes one or more physical activities, such as exercises and physical postures, among others. Example of mind actions may include meditation. Example of dietary actions may include adding specific food to one's diet or deleting specific food from the diet. As a further example, drinking black tea may be a dietary action and cutting down on rice consumption may be another dietary action.
In an embodiment, the logging module 208 enables logging of the activities (ex: games, real world activities and other actions) performed by the user. The logging module 208 may record information corresponding to the activities performed by the user. The information may include one or more of, time of performance, date of performance, quantum of performance, success or failure consequent to an attempt to perform, and extent of success in performing the action, among others. The user may provide input that an activity has been performed. Such input may be used to log the activity in the logging module 208. Alternatively, the logging module 208 may be configured to automatically log the performance of an activity upon detection that the activity has been performed.
The assessment module 210 of the activity module 200 is configured to determine the performance of a user in each activity the user performs. The assessment module 210 may determine the user's score for each game and at each level in a game based on the log available in the logging module 208. Further, the assessment module 210 analyzes performance of the user in the real world activities and determines scores of each level of real world activity based on the log that is present in the logging module 208. The assessment module 210 may also determine status of the one or more behavioral trait 214 or the brain wiring causing the trait, after engaging in the activities, based on performance of activities suggested by the activity module 200.
The user interface module 212 may be configured to receive input from the user and display content to the user. The content displayed, can be, as an example, games, images, instructions, rules, information, haptic feedback and sound, among others.
Now referring more particularly to
At step 310, verification is made to determine whether the user can proceed to playing at least one other digital game 204b in the virtual world directed to rewire a second defective brain wiring 216b. In case it is determined that user can proceed, then at step 312 the user is enabled to participate/play in one or more digital game 204b, which is played in a virtual world. The digital games 204b are instrumental in rewiring 225 the second defective brain wiring 216b, whose symptom is exhibition of lack of self control 214a. Preferably, the user is allowed to proceed to playing the at least one other digital game 204b upon participating in the game(s) instrumental in rewiring 219 the first defective wiring 216a at least to a predefined extent, which is determined based on the desired rewiring.
At step 314, verification is made to determine whether the user can proceed to perform real world activities 220b. In case it is determined that user can proceed, then at step 316, instructions are provided to the user to enable the user to perform appropriate real world activity/activities 220b. Preferably, the user is allowed to perform or instructed to begin performing appropriate real world activities 220b upon participating in the digital game(s) 204b at least to a predefined extent, which is determined based on the desired rewiring. The real world activity 220b are instrumental in rewiring 225 the second defective brain wiring 216b, whose symptom is exhibition of lack of self control 214a.
Referring to the step (302) of receiving a selection indicating lack of self control 214a, the user may be provided an option to select a behavioral trait that he would like to overcome. The activity module 200 may provide or recommend an option to select at least one weak behavioral trait to work on. The user may select at least one behavioral trait 214 that the user thinks he needs to work on, from a list of behavioral traits that may be displayed to the user via the user interface module 212. Alternatively, the user may input answers in response to a set of questions displayed to the user, which may determine what type of weak behavioral trait 214 the user may have. Upon selection of lack of self control 214a, the activity module 200 may display a list 216d of other behavioral traits that can be confused with lack of self control 214a, so that the user can select a more appropriate behavioral trait 214, which he desires to work on. The activity module 200 may further display the information corresponding to the brain wirings (defect) 216a, 216b causing the behavioral trait 214. The first defective brain wiring 216a causes the individual to be biased towards short term gratification. The second defective brain wiring 216b causes an individual to fail to weigh between short term gratification and long term outcome.
The activity module 200 may additionally display information about impact 216c of lack of self control 214a to the user. In addition, the activity module 200 may display information corresponding to the brain rewiring 219, 225 that the activity module 200 is attempting to achieve to overcome lack of self control 214a. Rewiring 219 of the first defective brain wiring 216a results in increased ability to notice the benefits of the long term outcome. Rewiring 225 of the second defective brain wiring 216b results in increased ability to weigh between short term gratification and long term outcome.
Furthermore, the activity module 200 may display the information corresponding to the causes (genetic or environmental) that resulted in the defective brain wirings (defect) 216a, 216b.
Referring to the step (304) of enabling the user to play at least one digital game in the virtual world directed to rewire the first defective brain wiring 216a, the activity module 200 may select one or more digital games based on the capability of the digital games to achieve the desired brain rewiring 219.
The activity module 200 may provide a choice (one or more games) of games, from which the user may select. The activity module 200 may even indicate the effectiveness of each of the games in achieving the desired brain rewiring 219 or an aspect of rewiring.
In an embodiment, the activity module 200 is configured to recommend a plurality of games 204, wherein the recommendation indicates each of the games' 204 effectiveness to achieve the desired brain rewiring 219 or an aspect of rewiring.
The activity module 200 allows the user to play the selected game. The logging module 208 may log the performance of the user. The assessment module 210 may determine the performance scores using the log in the logging module 208. Further, based on the respective rules 223, the user is either allowed or denied access to other levels of the game 204.
Referring to step 306, the activity module 200 verifies whether the user can proceed to perform real world activities 220. Preferably, the activity module 200 recommends real world activities 220 after the user has performed to a desired extent in the digital game(s) 204. Desired extent of performance can be, as an example, levels completed, score reached and duration over which the game 204 was played.
In an embodiment, the activity module 200 recommends participating in real world activity 220a or a part thereof, after the user has performed to a desired extent in the digital game 204a. Desired extent of performance can be, as an example, levels completed, score reached and duration over which the game(s) were played.
In an embodiment, the activity module 200 recommends participating in a level or part of real world activity (ex: level of real world activity 220a) after the user has performed to a desired extent in a level of the digital games (ex: level of digital game 204a), wherein the level of the digital game prepares the user to participate in the level or part of the real world activity.
In an embodiment, the activity module 200 is configured to recommend a plurality of real world activities or sets of real world activities 220, wherein the recommendation indicates each of the real world activities' or sets of real world activities' 220 effectiveness to achieve the desired brain rewiring.
The logging module 208 may log the performance of the user. The assessment module 210 may determine the performance scores using the log in the logging module 208. Further, based on the rules 229, the user is either allowed or denied access to other levels of the real world activities or sets of real world activities.
Referring to step 310, the activity module 200 verifies whether the user can proceed to playing at least one other digital game in the virtual world directed to rewire the second defective brain wiring 216b causing an individual to fail to weigh between short term gratification and long term outcome. Rewiring the second defective brain wiring 216b results in ability to weigh between short term gratification and long term outcome.
In an embodiment, the activity module 200 recommends participating in digital games directed to rewire the second defective brain wiring 216b after the user has performed to a desired extent in the digital game(s) (204b) directed to rewire the first defective brain wiring 216a.
In an embodiment, the activity module 200 recommends participating in digital games directed to rewire the second defective brain wiring 216b after the user has performed to a desired extent in the digital game(s) (204a) and real world activity/activities (220a) directed to rewire the first defective brain wiring 216a.
The activity module 200, based on the verification, enables the user to play/participate in one or more other digital games 204b in the virtual world directed to rewire the second defective brain wiring 216b.
In an embodiment, the activity module 200 recommends participating in real world activity 220a or part thereof after the user has performed to a desired extent in the digital game 204a. Likewise, the activity module 200 recommends participating in real world activity 220b or part thereof after the user has performed to a desired extent in the digital game 204b.
In another embodiment, the activity module 200 recommends participating in digital game 204b after the user has performed to a desired extent in a level of the digital game 204a.
Additionally, the activity module 200 may provide instruction to perform mind actions, physical actions and dietary actions.
Each of the physical and dietary actions may have effect on one or more hormones corresponding to one or more traits, among others. While executing the physical action the energy expended in the body is more compared to the energy expended while playing brain game. Similarly, the mind action may involve thinking about the specific trait in a way which may change the structure of the brain by changing the Axons, Receptors and/or the number of Neurons. The dietary action may include consuming specific foods which changes one or more hormone levels.
The real world, mind, physical and dietary activities are carried out in a real environment. Automated instructions are provided as to when and how the activities may have to be carried out. Further, there may be instructions that one or more of the real world activities may have to be carried out simultaneously with the brain games and one or more of the activities may have to be carried out prior to or after engaging in brain game (digital games) and performing to a desired extent.
In an embodiment, upon selecting lack of self control, the activity module 200 provides a scale operable by the user to select a position on the scale. The position may be indicative of the user's lack of self control. Improvement in lack of self control and development of self control resulting from the rewiring of the brain achieved by the performance of the activities (virtual games or real world activities) enabled by the activity module 200 is reflected on the scale. Degradation of the improvement in self control resulting from the degradation of the rewiring of the brain due to premature halt in performance of the activities (virtual games or real world activities) enabled by the activity module 200 is also reflected on the scale.
The games and the real world activities change the neural connections in the brain. When these activities are carried out repeatedly, new neural connections are formed (brain plasticity) but if one stops carrying out these activities prematurely then slowly the neural connections die.
The processes described above is described as sequence of steps, this was done solely for the sake of illustration. Accordingly, it is contemplated that some steps may be added, some steps may be omitted, the order of the steps may be re-arranged, or some steps may be performed simultaneously.
The example embodiments described herein may be implemented in an operating environment comprising software installed on a computer, in hardware, or in a combination of software and hardware.
Although embodiments have been described with reference to specific example embodiments, it will be evident that various modifications and changes may be made to these embodiments without departing from the broader spirit and scope of the system and method described herein. Accordingly, the specification and drawings are to be regarded in an illustrative rather than a restrictive sense.
Many alterations and modifications of the present invention will no doubt become apparent to a person of ordinary skill in the art after having read the foregoing description. It is to be understood that the phraseology or terminology employed herein is for the purpose of description and not of limitation. It is to be understood that the description above contains many specifications, these should not be construed as limiting the scope of the invention but as merely providing illustrations of some of the personally preferred embodiments of this invention.
This application is a continuation-in-part application of U.S. patent application Ser. No. 14/931,868 filed Nov. 04, 2015 entitled SYSTEM AND METHOD FOR ENABLING A USER TO OVERCOME WEAK BEHAVIORAL TRAITS, which is hereby incorporated herein by reference. Benefits of priorities to all related applications are claimed.
Number | Date | Country | |
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Parent | 14931868 | Nov 2015 | US |
Child | 14985475 | US |