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EP0160680A1 - Method for psychotherapy against dependance behaviour by complementing rituals, by use of game devices with dynamic visual games (for example video computer systems) - Google Patents

Method for psychotherapy against dependance behaviour by complementing rituals, by use of game devices with dynamic visual games (for example video computer systems)

Info

Publication number
EP0160680A1
EP0160680A1 EP19840904003 EP84904003A EP0160680A1 EP 0160680 A1 EP0160680 A1 EP 0160680A1 EP 19840904003 EP19840904003 EP 19840904003 EP 84904003 A EP84904003 A EP 84904003A EP 0160680 A1 EP0160680 A1 EP 0160680A1
Authority
EP
European Patent Office
Prior art keywords
desire
rites
narcotics
brain
games
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Withdrawn
Application number
EP19840904003
Other languages
German (de)
French (fr)
Inventor
Martin Denev
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Individual
Original Assignee
Individual
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Individual filed Critical Individual
Publication of EP0160680A1 publication Critical patent/EP0160680A1/en
Withdrawn legal-status Critical Current

Links

Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F9/00Games not otherwise provided for
    • A63F9/0001Games specially adapted for handicapped, blind or bed-ridden persons
    • AHUMAN NECESSITIES
    • A61MEDICAL OR VETERINARY SCIENCE; HYGIENE
    • A61MDEVICES FOR INTRODUCING MEDIA INTO, OR ONTO, THE BODY; DEVICES FOR TRANSDUCING BODY MEDIA OR FOR TAKING MEDIA FROM THE BODY; DEVICES FOR PRODUCING OR ENDING SLEEP OR STUPOR
    • A61M21/00Other devices or methods to cause a change in the state of consciousness; Devices for producing or ending sleep by mechanical, optical, or acoustical means, e.g. for hypnosis
    • GPHYSICS
    • G09EDUCATION; CRYPTOGRAPHY; DISPLAY; ADVERTISING; SEALS
    • G09BEDUCATIONAL OR DEMONSTRATION APPLIANCES; APPLIANCES FOR TEACHING, OR COMMUNICATING WITH, THE BLIND, DEAF OR MUTE; MODELS; PLANETARIA; GLOBES; MAPS; DIAGRAMS
    • G09B19/00Teaching not covered by other main groups of this subclass
    • AHUMAN NECESSITIES
    • A61MEDICAL OR VETERINARY SCIENCE; HYGIENE
    • A61MDEVICES FOR INTRODUCING MEDIA INTO, OR ONTO, THE BODY; DEVICES FOR TRANSDUCING BODY MEDIA OR FOR TAKING MEDIA FROM THE BODY; DEVICES FOR PRODUCING OR ENDING SLEEP OR STUPOR
    • A61M21/00Other devices or methods to cause a change in the state of consciousness; Devices for producing or ending sleep by mechanical, optical, or acoustical means, e.g. for hypnosis
    • A61M2021/0005Other devices or methods to cause a change in the state of consciousness; Devices for producing or ending sleep by mechanical, optical, or acoustical means, e.g. for hypnosis by the use of a particular sense, or stimulus
    • A61M2021/0044Other devices or methods to cause a change in the state of consciousness; Devices for producing or ending sleep by mechanical, optical, or acoustical means, e.g. for hypnosis by the use of a particular sense, or stimulus by the sight sense

Definitions

  • game devices with dynamic visual games (for instance Video Computer Systems) for psychotherapy against abnormal dependence behaviour (for instance of alcohol, tobacco, narcotics, food, salt, sex, partner, place, crime, objects, stimuli, fast driving, habits, culture patterns, etc) through visual, emotional and repeating programming of the brain with complementing game-ritual in opposite direction (knife back in the sheath) of the ritual which has created the dependency.
  • abnormal dependence behaviour for instance of alcohol, tobacco, narcotics, food, salt, sex, partner, place, crime, objects, stimuli, fast driving, habits, culture patterns, etc
  • the invention belongs simultaneously to the areas toys, educational means and means for psychotherapy against abnormal dependencies of differnt kinds.
  • the invention is based on a ready developed and very widely used technology, mostly in the household, technology for which the society already has invested large amounts, as for instance Video Computer Systems, Home Computors, video tape recorders etc, which just have to be completed with a new program device (for instance Video pac), a new program or tape recording, for a new certain purpose; psychotherapy against abnormal dependencies of different kinds.
  • the method is based on entertainment (pleasure) with eventual reward, as in nature in which learning exceedingly is a visual game ritual in entertainment form during which the characters repeat dynamic pictures which they watch in waking or in dreaming. As in nature is the method using a lot of emotions.
  • the entertainment makes the method sufficiently attractive for children, youths and the majority of adults, for whom entertainment is a stronger motive than duty.
  • the invention is using electronic game rituals since the rituals in nature are something which communicate with the oldest and most primitive part of the brain which handles rituals and is the part that is most receptive for suggestions and at the same time has the strongest influence over the functions of the body.
  • the most developed parts have the strongest resistance against suggestions and at the same time the weakest influence over the functions of the body. In this way, similar to hypnosis, is to different degrees eliminated the ego of the individual, censoring and eventual resistance.
  • the idea of the invention is the player (patient) trying to take a lighted cigarette from the mouth of a smoker (with whom he identifies) in different situations; to put it out, put it in the packet and to throw the packet back to the shop which sells cigarettes.
  • the player (patient) performing a neutralizing and complementing ritual which moves in the opposite direction of the ritual which created the dependency behaviour (the base-ritual).
  • the complementing (neutralizing) ritual is a mirror-image of the base(submission)ritual.

Landscapes

  • Engineering & Computer Science (AREA)
  • Health & Medical Sciences (AREA)
  • Physics & Mathematics (AREA)
  • Business, Economics & Management (AREA)
  • Acoustics & Sound (AREA)
  • Biomedical Technology (AREA)
  • Educational Technology (AREA)
  • General Physics & Mathematics (AREA)
  • Theoretical Computer Science (AREA)
  • Entrepreneurship & Innovation (AREA)
  • Multimedia (AREA)
  • Psychology (AREA)
  • Anesthesiology (AREA)
  • Educational Administration (AREA)
  • Heart & Thoracic Surgery (AREA)
  • Hematology (AREA)
  • Life Sciences & Earth Sciences (AREA)
  • Animal Behavior & Ethology (AREA)
  • General Health & Medical Sciences (AREA)
  • Public Health (AREA)
  • Veterinary Medicine (AREA)
  • Electrically Operated Instructional Devices (AREA)
  • Measurement And Recording Of Electrical Phenomena And Electrical Characteristics Of The Living Body (AREA)

Abstract

La méthode, que l'inventeur appelle thérapie rituelle inverse, utilise des rites inverses (antirites) mis au point par ordinateur (comme si l'on projetait un film à rebours) des rites dont l'observation et la participation à ces rites créent un comportement de dépendance, comme l'habitude de fumer, boire de l'alcool, prendre des drogues, etc. (habitudes que l'on peut comparer à une projection normale vers l'avant d'un film). L'hypothèse est que l'hypnose des rites inverses mis au point par ordinateur neutralise et élimine l'hypnose des rites de création de dépendance. Etant donné que le cerveau humain, lorsque son centre de désir est activé, produit son propre narcotique humain, comme les endorphines semblables à la morphine, et étant donné que les jeux vidéo (jeux avec TV) provoquent le désir du jeu, l'inventeur s'attend à ce que le désir du jeu d'ordinateur vidéo fera en sorte que le cerveau produise ses propres narcotiques et de cette manière en utilisant des jeux d'ordinateurs vidéo, il veut créer des réflexes de Pavlov entre la propre production de narcotiques du cerveau et le désir et les images de rejet de mauvais usages ou abus (par exemple de narcotiques), de sorte qu'à chaque fois que le joueur possède par exemple un rite de rejet de narcotiques son centre de désir du cerveau commence alors à produire des narcotiques et le récompense avec du plaisir au lieu d'une punition et d'efforts contrairement à ce que suggèrent la plupart des autres méthodes beaucoup trop exigeantes dans la plupart des cas. L'invention se base sur l'utilisation du désir et du plaisir du corps contre le désir et le plaisir destructifs provenant de l'extérieur. Une force de grande intensité provenant de l'extérieur se heurtera à une force opposée et complémentaire d'égale intensité provenant de l'intérieur du corps.The method, which the inventor calls reverse ritual therapy, uses computer-developed reverse rites (anti-rites) (as if one were showing a film backwards) rites whose observation and participation in these rites create a addictive behavior, such as smoking, drinking alcohol, taking drugs, etc. (habits that can be compared to a normal projection towards the front of a film). The hypothesis is that hypnosis of computer-developed reverse rites neutralizes and eliminates hypnosis from addictive rites. Since the human brain, when its center of desire is activated, produces its own human narcotic, like morphine-like endorphins, and since video games (games with TV) cause the desire for the game, the inventor expects that the desire for the video computer game will cause the brain to produce its own narcotics and in this way using video computer games, it wants to create Pavlov reflexes between the production of narcotics of the brain and the desire and rejection images of misuse or abuse (for example of narcotics), so that each time the player has for example a rite of rejection of narcotics his center of desire of the brain then begins to producing narcotics and rewarding it with pleasure instead of punishment and effort, unlike most other methods that are far too demanding in most cases. The invention is based on the use of desire and pleasure of the body against destructive desire and pleasure from the outside. A force of great intensity coming from outside will collide with an opposite and complementary force of equal intensity coming from inside the body.

Description

Method for psychotherapy against depenriance behaviour by complementing rituals, by use of game devices with dynamic visual games (for example Video Computer Systems) .
Using of game devices with dynamic visual games (for instance Video Computer Systems) for psychotherapy against abnormal dependence behaviour (for instance of alcohol, tobacco, narcotics, food, salt, sex, partner, place, crime, objects, stimuli, fast driving, habits, culture patterns, etc) through visual, emotional and repeating programming of the brain with complementing game-ritual in opposite direction (knife back in the sheath) of the ritual which has created the dependency.
The invention belongs simultaneously to the areas toys, educational means and means for psychotherapy against abnormal dependencies of differnt kinds.
The invention is based on a ready developed and very widely used technology, mostly in the household, technology for which the society already has invested large amounts, as for instance Video Computer Systems, Home Computors, video tape recorders etc, which just have to be completed with a new program device (for instance Video pac), a new program or tape recording, for a new certain purpose; psychotherapy against abnormal dependencies of different kinds. The method is based on entertainment (pleasure) with eventual reward, as in nature in which learning exceedingly is a visual game ritual in entertainment form during which the characters repeat dynamic pictures which they watch in waking or in dreaming. As in nature is the method using a lot of emotions. The entertainment (pleasure), with eventual reward, makes the method sufficiently attractive for children, youths and the majority of adults, for whom entertainment is a stronger motive than duty. The invention is using electronic game rituals since the rituals in nature are something which communicate with the oldest and most primitive part of the brain which handles rituals and is the part that is most receptive for suggestions and at the same time has the strongest influence over the functions of the body. The most developed parts have the strongest resistance against suggestions and at the same time the weakest influence over the functions of the body. In this way, similar to hypnosis, is to different degrees eliminated the ego of the individual, censoring and eventual resistance.
By some examples is better explained the idea of the invention: During the game is the player (patient) trying to take a lighted cigarette from the mouth of a smoker (with whom he identifies) in different situations; to put it out, put it in the packet and to throw the packet back to the shop which sells cigarettes. In this way is the player (patient) performing a neutralizing and complementing ritual which moves in the opposite direction of the ritual which created the dependency behaviour (the base-ritual). The complementing (neutralizing) ritual is a mirror-image of the base(submission)ritual.
During an other game is the player (patient), during the whole game, trying to brake and reduce the speed to a normal level of a car which drives to fast. In this way is this complementing
(neutralising or releasing ritual) neutralizing the subjecting (base-) ritual which is a mirror-image (the car accelerating) to the complementing ritual (the car braking). In this way is the "free radicals" of the thoughts and emotions becoming bound and neutralized.

Claims

Patent claim.
1.
Using of game devices with dynamic visual games (for instance Video Computer Systems) for psychotherapy against abnormal dependency behaviour, for example of alcohol, tobacco^ narcotics, food, salt, sex, partner, places, cirme, objects, stimuli, fast driving, habits, culture patterns, etc, by visual, emotional and repeating programming of the brain with a complementing game ritual in opposite direction (on the principle knife back in the sheath) of the base-ritual which created the dependency and subjection.
EP19840904003 1983-10-14 1984-10-12 Method for psychotherapy against dependance behaviour by complementing rituals, by use of game devices with dynamic visual games (for example video computer systems) Withdrawn EP0160680A1 (en)

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
SE8305669 1983-10-14
SE8305669A SE8305669L (en) 1983-10-14 1983-10-14 METHOD OF PSYCHOTHERAPY AGAINST ADDICTIVE BEHAVIOR WITH COMPLEMENTARY RITUALS THROUGH PLAYING DEVICES WITH DYNAMIC VISUAL GAME (EX VIDEO COMPUTER SYSTEMS)

Publications (1)

Publication Number Publication Date
EP0160680A1 true EP0160680A1 (en) 1985-11-13

Family

ID=20352909

Family Applications (1)

Application Number Title Priority Date Filing Date
EP19840904003 Withdrawn EP0160680A1 (en) 1983-10-14 1984-10-12 Method for psychotherapy against dependance behaviour by complementing rituals, by use of game devices with dynamic visual games (for example video computer systems)

Country Status (4)

Country Link
EP (1) EP0160680A1 (en)
AU (1) AU3550784A (en)
SE (1) SE8305669L (en)
WO (1) WO1985001667A1 (en)

Families Citing this family (17)

* Cited by examiner, † Cited by third party
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FR2670912A1 (en) * 1990-12-20 1992-06-26 Marrigues Jean Pierre Device for observing optical images
US6968375B1 (en) 1997-03-28 2005-11-22 Health Hero Network, Inc. Networked system for interactive communication and remote monitoring of individuals
US9215979B2 (en) 1992-11-17 2015-12-22 Robert Bosch Healthcare Systems, Inc. Multi-user remote health monitoring system
US5956501A (en) 1997-01-10 1999-09-21 Health Hero Network, Inc. Disease simulation system and method
US20010011224A1 (en) 1995-06-07 2001-08-02 Stephen James Brown Modular microprocessor-based health monitoring system
US7613590B2 (en) 1992-11-17 2009-11-03 Health Hero Network, Inc. Modular microprocessor-based power tool system
WO2001037174A1 (en) 1992-11-17 2001-05-25 Health Hero Network, Inc. Method and system for improving adherence with a diet program or other medical regimen
US7624028B1 (en) 1992-11-17 2009-11-24 Health Hero Network, Inc. Remote health monitoring and maintenance system
US5678571A (en) * 1994-05-23 1997-10-21 Raya Systems, Inc. Method for treating medical conditions using a microprocessor-based video game
US7305348B1 (en) 1996-02-20 2007-12-04 Health Hero Network, Inc. Aggregating and pooling health related information in a communication system with feedback
US7636667B2 (en) 1996-12-23 2009-12-22 Health Hero Networks, Inc. Network media access control system for encouraging patient compliance with a treatment plan
US6032119A (en) 1997-01-16 2000-02-29 Health Hero Network, Inc. Personalized display of health information
EP0927566B1 (en) * 1997-06-24 2003-05-07 Juan Legarda Ibanez System and process for interactive simulation and for dissuading young people from taking drugs
US6368111B2 (en) 1997-06-24 2002-04-09 Juan Legarda System and method for interactively simulating and discouraging drug use
US7260480B1 (en) 2003-04-07 2007-08-21 Health Hero Network, Inc. Method and system for integrating feedback loops in medical knowledge development and healthcare management
US7399276B1 (en) 2003-05-08 2008-07-15 Health Hero Network, Inc. Remote health monitoring system
BR112014027594A2 (en) * 2012-05-09 2017-06-27 Koninklijke Philips Nv device for supporting a person's behavior change, method for supporting a person's behavior change using a computer device and program

Family Cites Families (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US4028819A (en) * 1974-07-12 1977-06-14 Walker Norman K Method for measuring tasks and means for generating coordinated audio-visual stimuli and error indicia for said secondary tasks

Non-Patent Citations (1)

* Cited by examiner, † Cited by third party
Title
See references of WO8501667A1 *

Also Published As

Publication number Publication date
SE8305669L (en) 1985-04-15
SE8305669D0 (en) 1983-10-14
WO1985001667A1 (en) 1985-04-25
AU3550784A (en) 1985-05-07

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Effective date: 19850917