IP Library › Granted Patent US 9,911,348
Granted Patent B2
US 9,911,348 · App. 15/017,928 · Granted Mar 6, 2018

Neuroplasticity games

Inventors: Michael M. Merzenich (San Francisco, CA); Hyun Kyu Lee (South San Francisco, CA); Chung-Hay Luk (Walnut Creek, CA); Mor Nahum (San Francisco, CA); Jyoti Mishra Ramanathan (San Francisco, CA); Henry W. Mahncke (San Francisco, CA); Thomas Matthew Van Vleet (El Cerrito, CA); Travis William Wade (San Francisco, CA); Peter Brendan Delahunt (San Mateo, CA); Jefferson Arthur Dewey (San Francisco, CA); Samuel Chungchi Chan (Alameda, CA); Gregory Michael Sabatini (Richmond, CA); Donald Kelly Richards (Lagunitas, CA); Wesley Marshall Jackson (Daly City, CA)
Assignee: POSIT SCIENCE CORPORATION
G09B5/02A63F13/10A63F13/80G09B5/00G09B5/06G09B5/065G09B19/00
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Quick Facts
Patent No.
US 9,911,348
App. No.
15/017,928
Granted
Mar 6, 2018
Kind
B2
Abstract

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.

Claims (76)

1. A game delivery system for delivering a plurality of games in a social and/or emotional cognition training program, the game delivery system comprising:

a computerized game manager configured to assess a game participant and, in response to the assessment, calibrate a training program comprising social cognition and/or emotional cognition games for the game participant;

the computerized game manager also being configured to administer the games, manipulate a plurality of game stimuli, and receive input from a game piece; and

a participant portal that provides remote access to and delivers the games to game participants; wherein the game manager is configured to administer games of the training program to the game participant by:

presenting a plurality of emotionally and/or socially expressive target stimuli;

prompting the game participant to respond by identifying or inferring information conveyed by the emotional and/or social expressions of the target stimuli;

receiving the game participant's input through the game piece; and

repeating the presenting through receiving steps over multiple repetitions while adapting one or more difficulty parameters to target maintenance of a success rate within a predetermined range;

wherein the game manager is configured to administer an assessment to the game participant using at least one of the games of the training program;

wherein the games of the training program include social cue perception games that challenge a game participant to observe gaze directions in facial images.

2. The game delivery system of claim 1 , further comprising an administrator portal that provides remote access to an administrator to data about the game participant's compliance and performance with the training program.

3. The game delivery system of claim 1 , further comprising an administrator portal that enables the administrator to configure the training program.

4. The game delivery system of claim 1 , further comprising a participant portal that enables the participant to track his or her performance across a plurality of cognitive domains and request more training to address his or her cognitive weaknesses.

5. The game delivery system of claim 1 , where the training program includes one or more games that present a target stimulus in a context of several distractor stimuli and challenge the game participant to track time and provide a response at an indicated interval after the target stimulus is presented.

6. A game delivery system for delivering a plurality of games in a social and/or emotional cognition training program, the game delivery system comprising:

a computerized game manager configured to assess a game participant and, in response to the assessment, calibrate a training program comprising social cognition and/or emotional cognition games for the game participant;

the computerized game manager also being configured to administer the games, manipulate a plurality of game stimuli, and receive input from a game piece; and

a participant portal that provides remote access to and delivers the games to game participants; wherein the game manager is configured to administer games of the training program to the game participant by:

presenting a plurality of emotionally and/or socially expressive target stimuli;

prompting the game participant to respond by identifying or inferring information conveyed by the emotional and/or social expressions of the target stimuli;

receiving the game participant's input through the game piece; and

repeating the presenting through receiving steps over multiple repetitions while adapting one or more difficulty parameters to target maintenance of a success rate within a predetermined range;

wherein the game manager is configured to administer an assessment to the game participant using at least one of the games of the training program;

wherein the games of the training program include theory of mind games that challenge the game participant to infer the mental states of others, wherein the theory of mind games challenge the game participant in one or more of the following ways:

to comprehend social details of a story;

to answer questions about persons discussed in a social conversation;

to infer from a narrative what a person would have thought or felt from circumstances related in the narrative; or

to identify thoughts that are consistent with an eye gaze.

7. The game delivery system of claim 6 , wherein the games of the training program include emotional perception games that challenge the game participant to observe and make judgments about emotional expressions, wherein the emotional perception games challenge the game participant in one or more of the following ways:

to match facially exhibited emotions with labels or other facially exhibited emotions;

to distinguish a smiling or frowning facial image from an emotionally neutral facial image;

to identify an experience consistent with an expressed emotion; or

to identify an emotion of a neutral sentence spoken with prosody.

8. The game delivery system of claim 6 , wherein the games of the training program include processing speed games that challenge the game participant's auditory and/or visual processing speed.

9. The game delivery system of claim 6 , wherein the games of the training program include executive functioning games that challenge the game participant to respond to stimuli in accordance with conditional rules.

10. A game delivery system for delivering a plurality of games in a social and/or emotional cognition training program, the game delivery system comprising:

a computerized game manager configured to assess a game participant and, in response to the assessment, calibrate a training program comprising social cognition and/or emotional cognition games for the game participant;

the computerized game manager also being configured to administer the games, manipulate a plurality of game stimuli, and receive input from a game piece; and

a participant portal that provides remote access to and delivers the games to game participants;

wherein the game manager is configured to administer games of the training program to the game participant by:

presenting a plurality of target and/or distractor stimuli;

prompting the game participant to respond to the target and/or distractor stimuli;

receiving the game participant's input through the game piece; and

repeating the presenting through receiving steps over multiple repetitions while adapting one or more difficulty parameters to target maintenance of a success rate within a predetermined range;

wherein the game manager is also configured to administer the games through a meta-game wrapper that illustrates a map and enable game participants to navigate on the map to provide access to the plurality of games;

wherein the games of the training program include social cue perception games that challenge a game participant to observe gaze directions in facial images.

11. The game delivery system of claim 10 , further comprising an administrator portal that provides remote access to an administrator to data about the game participant's compliance and performance with the training program.

12. The game delivery system of claim 10 , further comprising an administrator portal that enables the administrator to configure the training program.

13. The game delivery system of claim 10 , further comprising a participant portal that enables the participant to track his or her performance across a plurality of cognitive domains and request more training to address his or her cognitive weaknesses.

14. The game delivery system of claim 10 , where the training program includes one or more games that present a target stimulus in a context of several distractor stimuli and challenge the game participant to track time and provide a response at an indicated interval after the target stimulus is presented.

15. The game delivery system of claim 10 , wherein the games of the training program include emotional perception games that challenge the game participant to observe and make judgments about emotional expressions.

16. A game delivery system for delivering a plurality of games in a social and/or emotional cognition training program, the game delivery system comprising:

a computerized game manager configured to assess a game participant and, in response to the assessment, calibrate a training program comprising social cognition and/or emotional cognition games for the game participant;

the computerized game manager also being configured to administer the games, manipulate a plurality of game stimuli, and receive input from a game piece; and

a participant portal that provides remote access to and delivers the games to game participants;

wherein the game manager is configured to administer games of the training program to the game participant by:

presenting a plurality of target and/or distractor stimuli;

prompting the game participant to respond to the target and/or distractor stimuli;

receiving the game participant's input through the game piece; and

repeating the presenting through receiving steps over multiple repetitions while adapting one or more difficulty parameters to target maintenance of a success rate within a predetermined range;

wherein the game manager is also configured to administer the games through a meta-game wrapper that illustrates a map and enable game participants to navigate on the map to provide access to the plurality of games;

wherein the games of the training program include theory of mind games that challenge the game participant to infer the mental states of others, wherein the theory of mind games challenge the game participant in one or more of the following ways:

to comprehend social details of a story;

to answer questions about persons discussed in a social conversation;

to infer from a narrative what a person would have thought or felt from circumstances related in the narrative; or

to identify thoughts that are consistent with an eye gaze.

17. The game delivery system of claim 10 , wherein the games of the training program include processing speed games that challenge the game participant's auditory and/or visual processing speed.

18. The game delivery system of claim 10 , wherein the games of the training program include executive functioning games that challenge the game participant to respond to stimuli in accordance with conditional rules.

19. The game delivery system of claim 7 , further comprising an administrator portal that provides remote access to an administrator to data about the game participant's compliance and performance with the training program.

20. The game delivery system of claim 7 , further comprising an administrator portal that enables the administrator to configure the training program.

21. The game delivery system of claim 7 , further comprising a participant portal that enables the participant to track his or her performance across a plurality of cognitive domains and request more training to address his or her cognitive weaknesses.

22. The game delivery system of claim 7 , where the training program includes one or more games that present a target stimulus in a context of several distractor stimuli and challenge the game participant to track time and provide a response at an indicated interval after the target stimulus is presented.

23. The game delivery system of claim 16 , further comprising an administrator portal that provides remote access to an administrator to data about the game participant's compliance and performance with the training program.

24. The game delivery system of claim 16 , further comprising an administrator portal that enables the administrator to configure the training program.

25. The game delivery system of claim 16 , further comprising a participant portal that enables the participant to track his or her performance across a plurality of cognitive domains and request more training to address his or her cognitive weaknesses.

26. The game delivery system of claim 16 , where the training program includes one or more games that present a target stimulus in a context of several distractor stimuli and challenge the game participant to track time and provide a response at an indicated interval after the target stimulus is presented.

Assignments (1)
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Feb 8, 2016
From: MERZENICH, MICHAEL M.; LEE, HYUN KYU; LUK, CHUNG-HAY; NAHUM, MOR; RAMANATHAN, JYOTI MISHRA; VAN VLEET, THOMAS MATTHEW; MAHNCKE, HENRY W.; WADE, TRAVIS WILLIAM; DELAHUNT, PETER BRENDAN; DEWEY, JEFFERSON ARTHUR; CHAN, SAMUEL CHUNGCHI; SABATINI, GREGORY MICHAEL; RICHARDS, DONALD KELLY; JACKSON, WESLEY MARSHALL
To: POSIT SCIENCE CORPORATION
Reel/Frame 037686/0586 →
Continuity (12)
Continuation 14201666 · Mar 7, 2014
Provisional Application 61774378 · Mar 7, 2013
Provisional Application 61774390 · Mar 7, 2013
Provisional Application 61774400 · Mar 7, 2013
Provisional Application 61774413 · Mar 7, 2013
Provisional Application 61774420 · Mar 7, 2013
Provisional Application 61777066 · Mar 12, 2013
Provisional Application 61777080 · Mar 12, 2013
Provisional Application 61779024 · Mar 13, 2013
Provisional Application 61782571 · Mar 14, 2013
Provisional Application 61780495 · Mar 13, 2013
Related Publication 20160155355A1 · Jun 2, 2016