THERAPEUTIC VIDEO GAME DEVICE AND METHOD
A therapeutic video game device and method for cognitive bias modification wherein the video game presents negative and positive stimuli in two discrete areas and repeatedly focuses the user's attention away from the negative stimulus by providing a series of objectives which require the user t...
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creator | FEENEY SHAWN KAUFMAN SAM DENNIS TRACY |
description | A therapeutic video game device and method for cognitive bias modification wherein the video game presents negative and positive stimuli in two discrete areas and repeatedly focuses the user's attention away from the negative stimulus by providing a series of objectives which require the user to input commands into an input means to affect the video game environment in an area away from the negative stimulus. The repeated focus of the user's attention away from the negative stimulus results in a decrease in cognitive bias to negative behaviors such as anxiety, stress, depression, addiction, eating disorders, lack of exercise, and lack of self-esteem. The video game provides an engaging, enjoyable experience for the user. |
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The repeated focus of the user's attention away from the negative stimulus results in a decrease in cognitive bias to negative behaviors such as anxiety, stress, depression, addiction, eating disorders, lack of exercise, and lack of self-esteem. The video game provides an engaging, enjoyable experience for the user.</description><language>eng</language><subject>ADVERTISING ; APPLIANCES FOR TEACHING, OR COMMUNICATING WITH, THE BLIND,DEAF OR MUTE ; CRYPTOGRAPHY ; DIAGRAMS ; DISPLAY ; EDUCATION ; EDUCATIONAL OR DEMONSTRATION APPLIANCES ; GLOBES ; PHYSICS ; PLANETARIA ; SEALS</subject><creationdate>2014</creationdate><oa>free_for_read</oa><woscitedreferencessubscribed>false</woscitedreferencessubscribed></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><linktohtml>$$Uhttps://worldwide.espacenet.com/publicationDetails/biblio?FT=D&date=20141127&DB=EPODOC&CC=US&NR=2014349261A1$$EHTML$$P50$$Gepo$$Hfree_for_read</linktohtml><link.rule.ids>230,308,776,881,25542,76290</link.rule.ids><linktorsrc>$$Uhttps://worldwide.espacenet.com/publicationDetails/biblio?FT=D&date=20141127&DB=EPODOC&CC=US&NR=2014349261A1$$EView_record_in_European_Patent_Office$$FView_record_in_$$GEuropean_Patent_Office$$Hfree_for_read</linktorsrc></links><search><creatorcontrib>FEENEY SHAWN</creatorcontrib><creatorcontrib>KAUFMAN SAM</creatorcontrib><creatorcontrib>DENNIS TRACY</creatorcontrib><title>THERAPEUTIC VIDEO GAME DEVICE AND METHOD</title><description>A therapeutic video game device and method for cognitive bias modification wherein the video game presents negative and positive stimuli in two discrete areas and repeatedly focuses the user's attention away from the negative stimulus by providing a series of objectives which require the user to input commands into an input means to affect the video game environment in an area away from the negative stimulus. The repeated focus of the user's attention away from the negative stimulus results in a decrease in cognitive bias to negative behaviors such as anxiety, stress, depression, addiction, eating disorders, lack of exercise, and lack of self-esteem. The video game provides an engaging, enjoyable experience for the user.</description><subject>ADVERTISING</subject><subject>APPLIANCES FOR TEACHING, OR COMMUNICATING WITH, THE BLIND,DEAF OR MUTE</subject><subject>CRYPTOGRAPHY</subject><subject>DIAGRAMS</subject><subject>DISPLAY</subject><subject>EDUCATION</subject><subject>EDUCATIONAL OR DEMONSTRATION APPLIANCES</subject><subject>GLOBES</subject><subject>PHYSICS</subject><subject>PLANETARIA</subject><subject>SEALS</subject><fulltext>true</fulltext><rsrctype>patent</rsrctype><creationdate>2014</creationdate><recordtype>patent</recordtype><sourceid>EVB</sourceid><recordid>eNrjZNAI8XANcgxwDQ3xdFYI83Rx9Vdwd_R1VXBxDfN0dlVw9HNR8HUN8fB34WFgTUvMKU7lhdLcDMpuriHOHrqpBfnxqcUFicmpeakl8aHBRgaGJsYmlkZmho6GxsSpAgB6CSS2</recordid><startdate>20141127</startdate><enddate>20141127</enddate><creator>FEENEY SHAWN</creator><creator>KAUFMAN SAM</creator><creator>DENNIS TRACY</creator><scope>EVB</scope></search><sort><creationdate>20141127</creationdate><title>THERAPEUTIC VIDEO GAME DEVICE AND METHOD</title><author>FEENEY SHAWN ; KAUFMAN SAM ; DENNIS TRACY</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-epo_espacenet_US2014349261A13</frbrgroupid><rsrctype>patents</rsrctype><prefilter>patents</prefilter><language>eng</language><creationdate>2014</creationdate><topic>ADVERTISING</topic><topic>APPLIANCES FOR TEACHING, OR COMMUNICATING WITH, THE BLIND,DEAF OR MUTE</topic><topic>CRYPTOGRAPHY</topic><topic>DIAGRAMS</topic><topic>DISPLAY</topic><topic>EDUCATION</topic><topic>EDUCATIONAL OR DEMONSTRATION APPLIANCES</topic><topic>GLOBES</topic><topic>PHYSICS</topic><topic>PLANETARIA</topic><topic>SEALS</topic><toplevel>online_resources</toplevel><creatorcontrib>FEENEY SHAWN</creatorcontrib><creatorcontrib>KAUFMAN SAM</creatorcontrib><creatorcontrib>DENNIS TRACY</creatorcontrib><collection>esp@cenet</collection></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext_linktorsrc</fulltext></delivery><addata><au>FEENEY SHAWN</au><au>KAUFMAN SAM</au><au>DENNIS TRACY</au><format>patent</format><genre>patent</genre><ristype>GEN</ristype><title>THERAPEUTIC VIDEO GAME DEVICE AND METHOD</title><date>2014-11-27</date><risdate>2014</risdate><abstract>A therapeutic video game device and method for cognitive bias modification wherein the video game presents negative and positive stimuli in two discrete areas and repeatedly focuses the user's attention away from the negative stimulus by providing a series of objectives which require the user to input commands into an input means to affect the video game environment in an area away from the negative stimulus. The repeated focus of the user's attention away from the negative stimulus results in a decrease in cognitive bias to negative behaviors such as anxiety, stress, depression, addiction, eating disorders, lack of exercise, and lack of self-esteem. The video game provides an engaging, enjoyable experience for the user.</abstract><oa>free_for_read</oa></addata></record> |
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subjects | ADVERTISING APPLIANCES FOR TEACHING, OR COMMUNICATING WITH, THE BLIND,DEAF OR MUTE CRYPTOGRAPHY DIAGRAMS DISPLAY EDUCATION EDUCATIONAL OR DEMONSTRATION APPLIANCES GLOBES PHYSICS PLANETARIA SEALS |
title | THERAPEUTIC VIDEO GAME DEVICE AND METHOD |
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