WO1985001667A1 - 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) Download PDF

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Publication number
WO1985001667A1
WO1985001667A1 PCT/SE1984/000336 SE8400336W WO8501667A1 WO 1985001667 A1 WO1985001667 A1 WO 1985001667A1 SE 8400336 W SE8400336 W SE 8400336W WO 8501667 A1 WO8501667 A1 WO 8501667A1
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WO
WIPO (PCT)
Prior art keywords
lust
narcotics
rituals
brain
ritual
Prior art date
Application number
PCT/SE1984/000336
Other languages
French (fr)
Inventor
Martin Denev
Original Assignee
Martin Denev
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 Martin Denev filed Critical Martin Denev
Publication of WO1985001667A1 publication Critical patent/WO1985001667A1/en

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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.

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

Abstract

The method, which the inventor calls reverse ritual therapy, is using computermade reverse (anti) rituals (like playing a film backwards) of the rituals which observation of and participation in create dependency behaviour, as for example smoking, alcohol drinking, using of narcotics, etc (which are like playing the film forwards). The hypothesis is that the hypnosis of the computer reverse rituals will neutralize and eliminate the hypnosis of the dependency creating rituals. Since the human brain, when its lust center is activated, produces human own narcotic, as for example the morphine like endorphines, and since the video computer games (TV-games) cause game lust, the inventor expects that video computer game lust will cause brain's own production of narcotics and in this way, by using of video computer games he wants to create Pavlov reflex between the brain's own narcotics production and lust and the pictures of rejection of the missuse (for example of narcotics) so that every time when the player performs for example a ritual of rejection of narcotics his own brain's lust center will start to produce narcotics and will reward him with lust and pleasure instead of punishment and efforts which most of the other methods suggest and which in most cases the missuser is not capable of. The hypothesis is that the invention will use the body's own lust and pleasure against the destructive lust and pleasure from outside. One strong force from outside will meet an equal strong anti and complementing force from inside.

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.
PCT/SE1984/000336 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) WO1985001667A1 (en)

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
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)
SE8305669-7 1983-10-14

Publications (1)

Publication Number Publication Date
WO1985001667A1 true WO1985001667A1 (en) 1985-04-25

Family

ID=20352909

Family Applications (1)

Application Number Title Priority Date Filing Date
PCT/SE1984/000336 WO1985001667A1 (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)

Cited By (11)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
FR2670912A1 (en) * 1990-12-20 1992-06-26 Marrigues Jean Pierre Device for observing optical images
WO1998058717A1 (en) * 1997-06-24 1998-12-30 Legarda Ibanez Juan System and process for interactive simulation and for dissuading young people from taking drugs
EP1011509A1 (en) * 1994-05-23 2000-06-28 Health Hero Network, Inc. Method for treating medical conditions using a microprocessor-based video game
US6368111B2 (en) 1997-06-24 2002-04-09 Juan Legarda System and method for interactively simulating and discouraging drug use
USRE43316E1 (en) 1997-01-10 2012-04-17 Health Hero Network, Inc. Diabetes management system and method for controlling blood glucose
US8870762B2 (en) 1997-03-28 2014-10-28 Robert Bosch Gmbh Electronic data capture in clinical and pharmaceutical trials
CN104285249A (en) * 2012-05-09 2015-01-14 皇家飞利浦有限公司 Device and method for supporting a behavior change of a person
US8945009B2 (en) 2003-05-08 2015-02-03 Robert Bosch Heathcare Systems, Inc. Remote health monitoring system
US9123083B2 (en) 1994-04-26 2015-09-01 Robert Bosch Healthcare Systems, Inc. Blood glucose monitoring system
US9215979B2 (en) 1992-11-17 2015-12-22 Robert Bosch Healthcare Systems, Inc. Multi-user remote health monitoring system
US9477939B2 (en) 1992-11-17 2016-10-25 Robert Bosch Healthcare Systems, Inc. Radio frequency based remote health monitoring

Citations (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

Patent Citations (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

Cited By (13)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
FR2670912A1 (en) * 1990-12-20 1992-06-26 Marrigues Jean Pierre Device for observing optical images
US9477939B2 (en) 1992-11-17 2016-10-25 Robert Bosch Healthcare Systems, Inc. Radio frequency based remote health monitoring
US9215979B2 (en) 1992-11-17 2015-12-22 Robert Bosch Healthcare Systems, Inc. Multi-user remote health monitoring system
US9123083B2 (en) 1994-04-26 2015-09-01 Robert Bosch Healthcare Systems, Inc. Blood glucose monitoring system
EP1011509A1 (en) * 1994-05-23 2000-06-28 Health Hero Network, Inc. Method for treating medical conditions using a microprocessor-based video game
EP1011509A4 (en) * 1994-05-23 2002-05-02 Health Hero Network Inc Method for treating medical conditions using a microprocessor-based video game
USRE43316E1 (en) 1997-01-10 2012-04-17 Health Hero Network, Inc. Diabetes management system and method for controlling blood glucose
US8990336B2 (en) 1997-03-28 2015-03-24 Robert Bosch Healthcare Systems, Inc. Networked system for interactive communication and remote monitoring of individuals
US8870762B2 (en) 1997-03-28 2014-10-28 Robert Bosch Gmbh Electronic data capture in clinical and pharmaceutical trials
US6368111B2 (en) 1997-06-24 2002-04-09 Juan Legarda System and method for interactively simulating and discouraging drug use
WO1998058717A1 (en) * 1997-06-24 1998-12-30 Legarda Ibanez Juan System and process for interactive simulation and for dissuading young people from taking drugs
US8945009B2 (en) 2003-05-08 2015-02-03 Robert Bosch Heathcare Systems, Inc. Remote health monitoring system
CN104285249A (en) * 2012-05-09 2015-01-14 皇家飞利浦有限公司 Device and method for supporting a behavior change of a person

Also Published As

Publication number Publication date
EP0160680A1 (en) 1985-11-13
SE8305669L (en) 1985-04-15
AU3550784A (en) 1985-05-07
SE8305669D0 (en) 1983-10-14

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