PSYCHOSOCIAL CONSTRUCTION SYSTEM
 The present invention relates to systems and methods for construction of human psychological personas and, more particularly, to a system and method of utilizing a plurality of computer inputs by a user in order to determine their own persona and later to develop additional inputs and outputs to further relate to and assist the user.
 In the great psychological debate of "Nature vs. Nurture," there has always been difficulty in acquiring accurate self-reported information from participants, patients and trial subjects. Likewise, in the research of psychotherapy, counseling, and psychiatric treatment, mental health professionals struggle to understand how their patients see themselves in the world, as well as how they see those around them. Currently, there is a need for a developmental construction system using psychological attributes to create both third-party and self-actualizing profiles of human personas. It is an object of the present invention to address this critical vacuum and provide a useful method to help define human persona.
SUMMARY OF THE INVENTION
 In the first aspect of the invention, a system is provided that allows users to assess and construct past, present, and potential future human personas related to themselves, their families, friends, or well-known public personalities. This is done by associating positive, negative, and descriptive attributes to third-party or self-actualized avatars. A database holds the aforementioned files for individual attribute selection, persona maps, and therapeutic or motivational response messages used by the system. These elements are cross-indexed to
each other to form a system of predefined psychosocial construction and pathway improvement programming. The system utilizes various user inputs in order to display words and/or images for reaction by the user and to provide specific content, based on user entry and user selection signals.
 In another aspect of the invention there is provided a method for delivering a system that allows participants and patients to assess and construct past, present, and potential future human personas related to themselves. Coded cards are marked with words and/or images relating to attributes of different human personas. The user accumulates cards they believe best represent the persona they set out to create. Once completed, the codes on the cards associate to a predefined persona map. The maps show the user the potential positive and negative courses associated with the coded persona, as well as avatars with the correlating character traits. These persona maps and correlated character composites are presented and displayed in the form of a coded handbook or a collection of coded cards.
BRIEF DESCRIPTION OF DRAWINGS
 FIG 1. Upper left panel shows opening screen greeting and login page for construction of human psychological personas ("MetaMind"); upper right panel shows initial challenge to select attributes associated to a historic figure (e.g., General George Patton) and representative response to user selection of correct attribute; lower left panel shows challenge response to an incorrect attribute selection; and lower right panel shows results of challenge for selection of correct attributes associated with the historic figure in the form of score.
 FIG 2. Gameplay mode for construction of human psychological persona ("MetaMind"). Upper panel (A) displays screen shot for historic figure where user selects attributes to
associate with historic figure where correct selections receive points and animation. In the case of incorrect attribute selection the user receives penalty rewards and messages; lower panel (B) shows the end of the gameplay mode where the user receives scoring for completing the persona map (portrait) of the historic figure and congratulations.
 FIG 3. Psychosocial character builder mode. Upper panel (C) shows character building with user selection of external related attributes of male/female, body parts/style, and deeper customization with accessories/colors and selection of internal building attributes; lower panel (D) shows learning cards ("helper cards") to assist the user in selection of attributes associated with a specific human persona.
 FIG 4. Fully defined and correctly portrayed historical figure displayed visually in coordination with the correct attributes and the text description, forming the psychosocial profile and attributable to the persona map of the historical figure.
DETAILED DESCRIPTION OF THE INVENTION
 The present invention relates to systems and methods for determining human psychological personas and, more particularly, to a system and method for utilizing a plurality of inputs by a user in order to determine their own persona map and later to develop additional inputs to further relate to and assist the user.
 Unless defined otherwise, all technical terms used herein have the meaning commonly understood by a person skilled in the art to which this invention belongs. The meaning and scope of terms should be clear; however, in the event of any latent ambiguity, definitions provided herein take precedent over any dictionary or extrinsic definition. In this application, the use of "or" means "and/or" unless stated otherwise. As used in the specification and claims, the
singular form "a," "an," and "the" include plural references unless the context clearly dictates otherwise. In this disclosure, "comprise," "comprising," "containing" and "having" and the like can have the meaning ascribed to them in U.S. Patent law and can mean "includes," "including," and the like; "consisting essentially of" or "consists essentially" likewise has the meaning ascribed in U.S. Patent law and the term is open-ended, allowing for the presence of more than that which is recited so long as basic or novel characteristics of that which is recited is not changed by the presence of more than that which is recited, but excludes prior art embodiments.
 As used herein the following definitions apply unless clearly indicated otherwise:
The term "attribute" is used to describe an environmental, interpersonal, educational, parental, experiential, hereditary, inspirational, or any definable mark of influence on the physical and psychological makeup of a human persona.
 The term "avatar" is used to describe a graphical representation of the personality profile of a third party or idealized self.
 The term "persona" is used to describe the image or personality that a person presents to other people.
 The term "persona map" is used to describe predefined personality composites derived from studies of cognitive human development, cultural anthropology, and behavioral psychology research. These maps contain a variety of attributes, as well as interaction factors that establish relationships between attributes and persona outcomes. The maps can be physically printed to produce tactile engagement or presented digitally via software programming and interactive design.
 The term "historical persona map" is used to describe persona maps used to train the user in approaches to accumulating and organizing attributes that relate to recognizable standards based on public and researchable knowledge of historical public figures.
 The term "psychosocial" refers to one's psychological development in, and interaction with, a social environment.
 The term "coded cards" refers to visual markers that can be physically printed to produce tactile engagement or that can be coded within a user-interactive system to attributes or persona maps.
 The term "helper cards" are cards that can be physically printed to produce tactile engagement or that can be coded within a user interactive system that are configured to positively affect the overall determination of a user's persona when integrated with the rest of the user's inputs in the system. These helper cards primarily have words and/or images that depict therapeutic courses of action for the user.
 The terms "process improvement actions" or "therapeutic measures" are used to describe messages that a person could adopt to realize beneficial outcomes and better their quality of life. For example, if a user's created persona is of a depressed or unhappy individual, a process improvement action or therapeutic measure may reflect actions and courses of treatment to decrease the user's state of depression or unhappiness, including seeking medical care or counseling.
 The term "risk stratification" is used to define a patient's risk status by comparison of their self-persona map to a database of human persona maps that comprise a spectrum of different risks.
System and Methods
 The present invention discloses a system and methods that allow users to assess and construct past, present, and potential future human persona maps related to themselves, their families, friends, or well-known public personalities. Persona maps are predefined personality composites derived from studies of cognitive human development and behavioral psychology. Each persona map contains a variety of attributes and interaction factors that establish relationships between attributes and persona outcomes. This is done by associating positive, negative, and interaction attributes to third party or self-actualized avatars. The system comprises a database that holds files of attributes, persona maps, and therapeutic or motivational response messages. These files are cross-indexed to each other to form a system of predefined psychosocial construction and pathway improvement responses. The system utilizes various user inputs in order to display words and/or images for reaction by the user and provide specific content based on user entry and user selection signals.
 In one embodiment of the present invention, the persona maps can be physically printed to produce tactile engagement (e.g. cards that can be held). These tactile maps may be utilized along with physical coded cards or visual markers displaying positive, negative, and/or interaction attributes so that the user can build their persona through the collection of attribute cards. The collection of selected attributes is matched against predefined affiliations and mapping protocols to create a cumulative persona. The attributes can be mapped and categorized to create human personas.
 In another embodiment of the present invention, the persona maps are coded within a user-interactive system including a user input device, display, processor, and database containing the persona maps along with positive, negative, and/or interaction attributes. The interactive system may be configured to determine and produce attributes as a function of the persona maps. The interactive system is used to match inputs related to selected attributes to predefined affiliations and mapping protocols to create cumulative personas.
 In another embodiment of the present invention, each cumulative persona is further affiliated and mapped to results-oriented (or therapeutic) messages that can better inform the user of future courses of action in line with their created persona.
 In another embodiment of the present invention, the positive, negative, and/or interaction attributes can be basic information, environmental, educational, work/job, interpersonal or relationships, view of self, behavior, parenting, genetic or hereditary, and inspirational or any definable mark of influence on the physical and psychological makeup of a human persona of a user.
 In another embodiment, a method is provided to deliver a system that allows patients to assess and construct past, present, and potential future human personas related to themselves, their families, friends, or well-known public personalities. Coded cards are marked with words and/or images associated with attributes related to human personas. The user accumulates cards they believe best represent the persona they set out to create. Once completed, the codes on the cards associate to a predefined persona map. The maps show the user the potential positive and negative courses associated with the coded persona.
 In another embodiment, each persona map utilized by the system and method is configured to display to the user "helper cards," each one configured to positively affect the overall determination of a user's persona when integrated with the rest of the user's inputs in the system. These helper cards have words and/or images that depict therapeutic or motivational courses of action for the user. The helper cards, also known as pathway messages, are configured to be used as potential process improvement actions or therapeutic measures that the user can adopt to improve their determined persona and thereby allow the user to realize beneficial outcomes and better their quality of life.
 In another embodiment, the helper messages are coded to the aggregate attributes and persona maps used by the system and method to determine the overall persona of the user as they actively make inputs into the system.
 In another embodiment, these helper messages can be physically printed to produce tactile engagement.
 In another embodiment, these helper messages can be coded and stored within a database. The system may be configured to retrieve the appropriate message as the user continues providing inputs into the system.
 In another embodiment, cards or visual markers are used to create a construction system of attributes in a format representing building blocks of attributes. The construction system can also contain persona maps and other elements such as helper cards. The cards and/or visual markers can be physically printed (to provide a tactile engagement) or digitally incorporated and presented within the system as a function of the user's inputs.
 In another embodiment, the construction system may also include "historical personas" utilized by the system to train a user in the mechanics of inputting attribute selections into the system, as well as understanding the attributes themselves. Historical personas are well known maps based on the characteristics and attributes of historically significant individuals. Before allowing a user to provide inputs for their own persona maps, the system can use historical persona maps to train the user on approaches to accumulating and organizing attributes that relate to recognizable standards based on public knowledge of each historical figure. As indicated for other elements of the construction system, the historical personas may be physically or digitally constructed and utilized by the user of the system.
 In another embodiment, scoring models may be used to show the user whether they have correctly assigned the right attributes to the historical persona map. Such scoring models can give a cumulative score upon completion, or they can be correcting through the use of codes to show the user that certain attributes do not fit with certain personas.
 In another embodiment, the construction system has self-actualized scoring models that are used to compare the personas that the user creates for his or her own self. Here, the construction system can ask the user to create an avatar persona that depicts how they see themselves currently. Additionally, the user can be asked to create an avatar persona that they would like to become in the future. Attributes that can be utilized within the construction system and for the development of the avatar by the user (see Tables 1-3). Attributes within each construction model generated by the user are compared and analyzed, with helper cards and therapeutic messages delivered using the predefined coding system for attributes, persona maps, and interaction factors.
 In another embodiment, risk stratification scoring can also be easily extrapolated for use in clinical psychology, counseling, and psychotherapy settings.
 In another embodiment, the construction system may also be incorporated into any gaming program with additional game mechanics and digital media. This may allow for better interaction with a user and generate better results.
 In another embodiment, user data may be anonymous and used in general analysis of persona maps and attributes generally.
 Any computing device, or computer, such as described herein, may include at least one or more processors or processing units and a system memory. A gaming controller may typically also include at least some form of computer-readable media. By way of example and not limitation, computer-readable media may include computer storage media and
communication media. Computer storage media may include volatile and non-volatile, removable and non-removable media implemented in any method or technology that enables storage of information, such as computer-readable instructions, data structures, program modules, or other data. Communication media typically embody computer-readable instructions, data structures, program modules, or other data in a modulated data signal, such as a carrier wave or other transport mechanism and include any information delivery media. Those skilled in the art should be familiar with the modulated data signal, which has one or more of its characteristics set or changed in such a manner as to encode information in the signal.
Combinations of any of the above are also included within the scope of computer readable media.
 In some embodiments, a processor, as described herein, includes any programmable system including systems and microcontrollers, reduced instruction set circuits (RISC), application specific integrated circuits (ASIC), programmable logic circuits (PLC), and any other circuit or processor capable of executing the functions described herein. The above descriptions are exemplary only, and thus are not intended to limit in any way the definition and/or meaning of the term "processor."
 In some embodiments, a database, as described herein, includes any collection of data including hierarchical databases, relational databases, flat file databases, object-relational databases, object oriented databases, and any other structured collection of records or data that is stored in a computer system. The above examples are exemplary only, and thus are not intended to limit in any way the definition and/or meaning of the term "database." Examples of databases include, but are not limited to only including, Oracle® Database, MySQL, IBM® DB2, Microsoft® SQL Server, Sybase®, and PostgreSQL. However, any database may be used that enables the systems and methods described herein. (Oracle is a registered trademark of Oracle Corporation, Redwood Shores, California; IBM is a registered trademark of International Business Machines Corporation, Armonk, New York; Microsoft is a registered trademark of Microsoft Corporation, Redmond, Washington; and Sybase is a registered trademark of Sybase, Dublin, California.).
 A system and method that allows a user to construct past, present, or potential future human personas, the system comprising: a) a database of predefined human persona maps wherein each human persona map has associated a defined collection of positive, negative, and descriptive attributes as well as therapeutic or motivational messages; b) an interface to display to a user positive, negative, and interaction attributes and to record responses to positive, negative, and interaction attributes; c) an algorithm configured to select in an iterative process
positive, negative, and descriptive attributes to display to the user to obtain responses; d) an algorithm configured to select a user's human persona by mapping attribute responses to predefined human persona maps; and e) an algorithm configured to select and administer therapeutic or motivational messages to the user based on the user-created persona map.
 The database comprises files containing positive, negative and descriptive attributes, predefined persona maps, and therapeutic or motivational response messages. One or more positive, negative, or descriptive attributes are selected from basic information, environmental, educational, work/job, interpersonal or relationships, view of self, behavior, parenting, genetic or hereditary, and inspirational influence on the physical and psychological makeup of a human persona of a user.
 In one embodiment, one or more positive attribute(s) is an environmental attribute selected from strong religious beliefs, fulfilling religious community, positive ethnic
indoctrination, strong cultural identification, compliance with cultural expectations, metaphysical philosophy (belief in a higher power or not), compliance to moral and ethical norms, and belief in ethical or moral code.
 In one embodiment, one or more positive attribute(s) is/are: 1) an educational attribute selected from high level of education (advanced college degree), intermediate academic achievement (diploma and some college), educated parents, high IQ level, highly trained vocational or trade skills, level of academic stress, and education/life balance; 2) a work/job attribute selected from high level of job satisfaction, strong work ethic, occupational alignment with goals, strong co-worker relationships, low stress, workload balance between co-workers, no hourly schedule pressure, challenging and worthwhile job, positive life/work balance, recognition of accomplishments at work, positive workplace environment, financial success,
achievement rewards in occupation, and high productivity; 3) a parenting attribute selected from well educated parents (college degrees), educated parents (high school diplomas), strong language skills and communications, strong sense of humor, examples of even-tempered behavior, examples of strong work ethic, and unconditional love; and 4) a genetic attribute selected from hormone levels, physical appearance, physical ability and athleticism, genetic predispositions, and history of life longevity.
 The one or more negative attribute(s) is/are: 1) an environmental attribute selected from no religious beliefs, cult or occult religious indoctrination, xenophobic ethnic indoctrination, cultural peer pressure, experimentation with taboos, aversion to cultural or religious
expectations, socially deviant behavior, hyper-orthodox religious indoctrination, and lack of moral and ethical direction; 2) an educational attribute selected from low level of education, low IQ level, failed academically, learning disabilities, over-stressed perfectionism, and language issues (English is not first language); 3) a work/job attribute selected from low level of job satisfaction, laziness, trapped in dead-end job, poor co-worker relationships, heavy occupational stress, workaholic behavior, bored and unfulfilled by work, lack of recognition at work, discrimination in the workplace, bullied by co-workers, authority issues, poor relationship with superior, financial limitations in occupation, achievement limitations in occupation, unsafe work environment, unhealthy work environment, low productivity, high productivity, lack of focus, lack of resources, and sexual harassment at work; 4) a parenting attribute selected from poorly educated parents, weak language skills and communications, no sense of humor, hot-tempered behavior, poor work ethic, and neglectful; and 5) a genetic attribute selected from hormone levels, lack of self-esteem about physical appearance, lack of physical ability and athleticism, genetic predisposition for substance abuse, ADD/ADHD, mental health issues, transgender or gender dysphoria, hereditary diseases, birth defects, and suicidal tendencies.
 The one or more descriptive attribute(s) is/are: 1) an environmental attribute selected from social media (pressure to portray ideal self, comparison to others and their lives (feeling of inadequacy), fear of missing out, trying to fit in (feeling like you need to be on social media), bullying, peer pressure, social circle, social anxiety, isolation/loneliness, introverted behavior, extraverted behavior, amount of support from peers, amount of support from family, and communication problems with people; 2) an interpersonal or a relationship attribute selected from relationship with significant other, abusive relationships, mental abuse/teasing/bullying, physical abuse, communication problems, break-ups, sexual pressure, neglect, and fetishes; 3) a view of self attribute selected from happy, unhappy, content, neutral, confident, unconfident, empowered (what I do today will affect my quality of life), socially impotent (what I do today has no bearing on my quality of life), worthy of praise, worthy of criticism, unappreciated, in control, out of control, egotistical, introverted, sensitive, insensitive, full of potential, uncertain of potential, unworthy of potential consideration, shame, and pride; 4) a behavior trait selected from aggressive /violent behavior, confident, lacking self-esteem, bold, reckless, lack of remorse, dominant perception and learning style, assertive, constructive use of anger, selfless, innovative, creative, honest, adventurous, conscientious, reliable, witty, benevolent, altruistic, charismatic, disciplined, impulsive, irresponsible, and vulnerable; 5) a basic information attribute selected from age, sexual orientation, marital status, employment status (self employed, not employed, employed, retired), height, weight, BMI, racial/ethnic background, and group affiliations; 6) a health-related behavior attribute selected from alcohol use, over-eating, under- eating, malnutrition (too little or too much of certain nutrients), excessive concern with nutritional content of food (caloric/ sugar intake), ignorance or no concern with nutritional content of food, smoking/tobacco use, substance abuse, diagnosis of physical/mental, illness of family member, sleep-deprived, poor fitness, physically fit, over-exercising, sedentary lifestyle, obsessive narcissism, over-dependence or addiction (caffeine, alcohol, tobacco, drugs), and over- dependence or addiction to a habit (gambling, work, etc); 7) a finance attribute selected from
unemployment, reduced hourly wages, overspending, frugality, unpredictable expense, and peer pressure (keeping up with the Joneses).
 The system or method, wherein the predefined human persona maps include predefined human persona maps of psychosocial construction for individuals that include successful professionals, successful business men or women, successful artists, successful political leaders, successful sports stars, successful parents, successful educators, and successful historical figures.
 The system and method wherein the predefined human persona maps include predefined human persona maps of psychosocial construction for individuals that include individuals with problems obtaining or retaining work/job, individuals with interpersonal or relationship problems, individuals with poor parenting skills, individuals lacking self confidence or self worth, individuals with destructive behaviors, individuals that are depressed, individuals that abuse drugs and/or alcohol, and individuals with learning disabilities.
 The system and method wherein the therapeutic or motivational messages to be displayed to the user include therapeutic or motivational messages relating actions the user can take to improve his or her work/job performance or satisfaction, parenting skills, interpersonal relationships, health, mental status, and feeling of self-confidence or self-worth.
 The system and method wherein the interface for displaying and receiving input can be physically printed to produce tactile engagement.
 The system and method wherein the interface for displaying and receiving input is a computer system, a tablet computer, a smart phone, or a gaming system.
 The system and method wherein the system is configured to retrieve in an interactive process positive, negative, and interactive attributes for display to the user based on the user's prior response to attributes to select a predefined human persona.
 Exemplary embodiments of these systems and methods described in the present disclosure are not limited to the specific embodiments described herein, but rather, that components of the systems, steps and/or operations of the system and methods may be utilized independently and separately from other components, steps and/or operations described herein. It should also be noted that the components of the system, steps and/or operations listed within the disclosure, notwithstanding the order of which the components of the system, steps and/or operations listed therein, are not limited to any specific order. That is, the specific order of components, steps and/or operations described herein may be performed in any order, unless otherwise specified, and embodiments of the invention may include additional or fewer operations than those disclosed herein. For example, it is contemplated that executing or performing a particular operation before, contemporaneously, or after another operation is within the scope of aspects of the invention. Systems of operation, steps, and/or operations may also be used in combination with other systems and methods, and are not limited to practice with only the system and method as described herein. Additionally, specific features of various embodiments of the invention may be shown in some drawings and not in others; these are for convenience only.
Construction of User Persona
 To construct a user's persona map, the user is provided a system and method that allows user interaction to a database of a positive, negative, or interaction attributes. Examples of positive, negative, and interaction attributes are provided in Tables 1-3. The database holds the aforementioned files for attributes, persona maps, and therapeutic or motivational response messages used by the system. Each persona map contains a variety of attributes, as well as interaction factors that establish relationships between attributes and persona outcomes (Tables 4 and 5). This is done by associating positive, negative, and interaction attributes to third-party or self-actualized avatars. These elements are cross-indexed to each other to form a system of predefined psychosocial construction and pathway improvement responses. The system would utilize various user inputs in order to display words and/or images for reaction by the user and provide specific content based on user entry and user selection signals (see FIG 2).
1. Parenting a. Well educated parents d. Strong sense of humor
(college degrees) e. Examples of even-tempered b. Educated parents (high behavior
school diplomas) f. Examples of strong work ethic c. Strong language skills and g. Unconditional love
2. Education a. High level of education d. Highly trained vocation or
(advanced college degree) trade skills
b. Intermediate academic e. Level of academic stress achievement (diploma and some f. Education/life balance college)
c. Educated parents
d. High IQ level
3. Cultural Environment a. Strong religious beliefs e. Compliance with cultural b. Fulfilling religious community expectations
c. Positive ethnic Indoctrination f. Metaphysical philosophy d. Strong cultural identification (belief in a higher power or not) g. Compliance to moral and ethical norms
h. Belief in ethical and moral code
4. Work/Job a. High level of job satisfaction h. Challenging and worthwhile b. Strong work ethic job
c. Occupational alignment with i. Positive life/work balance goals j. Recognition of
d. Strong co-worker accomplishments at work relationships k. Positive workplace e. Low stress environment
f. Workload balance among co1. Financial success workers m. Achievement rewards in g. No hourly schedule pressure occupation
n. High productivity
5. Genetic Traits a. Hormone levels d. Genetic predispositions b. Physical appearance e. History of life longevity c. Physical ability and athleticism
a. Low level of job satisfaction n. Financial limitations in
b. Laziness occupation
c. Trapped in dead-end job o. Achievement limitations in d. Poor co-worker relationships occupation
e. Heavy occupational stress p. Unsafe work environment f. Workaholic behavior q. Unhealthy work environment g. Bored and unfulfilled by work r. Low productivity
h. Lack of recognition at work s. High productivity
j. Discrimination in the workplace t. Lack of focus
k. Bullied by co-workers u. Lack of resources
1. Authority issues v. Sexual harassment at work m. Poor relationship with
its a. Hormone levels g. Transgender or gender b. Lack of self-esteem about dysphoria
physical appearance h. Hereditary diseases c. Lack of physical ability and i. Birth defects
athleticism j. Suicide tendencies d. Genetic predisposition for
f. Mental health issues
Descriptive Attributes - What is your basic interaction with the world?
ii. Comparison to others and h. Extroverted behavior
their lives (feeling of i. Amount of support from peers inadequacy) j. Amount of support from family iii. Fear of missing out k. Communication problems with iv. Trying to fit in (feeling like people near you
you need to be on social media)
c. Peer pressure
d. Social circle
e. Social anxiety
4. Relationships a. Relationship w/ significant e. Sexual pressure
other i. Rape
b. Abusive relationships ii. Unwanted sexual contact i. Mental abuse/teasing/bullying f. Neglect
ii. Physical abuse g. Fetishes
c. Communication problems
5. View of Self a. Happy j. Worthy of criticism
b. Unhappy k. Unappreciated
c. Content 1. In control
d. Neutral m. Out of control
e. Confident n. Egotistical
f. Unconfident o. Introverted
g. Empowered (What 1 do today p. Sensitive
will affect my quality of life) q. Insensitive
h. Socially impotent (What 1 do r. Full of potential
today has no bearing on my s. Uncertain of potential quality of life) t. Unworthy of potential i. Worthy of praise consideration
6. Other Uncommon a. Bed wetting g. Mood swings
Behaviors b. Cruelty to animals h. Social withdrawal
c. Fire-starting i. Paranoia
d. Hallucinations j. Blackouts/memory loss e. Depression k. Fetishes (also in relationship f. Inflicting self-harm section)
7. Finances a. Unemployment d. Frugality
b. Reduced hourly wages e. Unpredictable expenses c. Overspending f. Peer pressure (keeping up with the Joneses)
8. Health-Related a. Alcohol use k. Illness of family member Behaviors b. Over-eating 1. Sleep-deprived
c. Under-eating m. Poor fitness
d. Malnutrition (too little or too n. Physically fit
much of certain nutrients) o. Over-exercising
e. Excessive concern with p. Sedentary lifestyle nutritional content of food q. Obsessive narcissism
(caloric/ sugar intake) r. Over-dependence or addiction
f. Ignorance or no concern with (caffeine, alcohol, tobacco, nutritional content of food drugs)
g. Smoking/tobacco use s. Over-dependence or addiction h. Substance abuse to a habit (gambling, work, etc.) i. Diagnosis of physical/mental t. Obsessive compulsive illness disorder (interfering with j. Stress/depression due to lack everyday tasks).
of good health
Representative Persona Map of Healthy Happy Professional
i. Constructive use of anger
5. View of Self a. Happy
g. Empowered (what I do today will affect my quality of life)
i. Worthy of praise
6. Health-Related a. Self control over alcohol or substance abuse
Behaviors b. Healthy diet
c. Physically fit
Representative Persona Map of User with Personal Difficulties
1. Poor Parenting a. Poorly educated parents
b. Weak language skills and communications
c. No sense of humor
d. Hot-tempered behavior
e. Poor work ethic
2. Education a. Low level of education
b. Low IQ level
c. Failed academically
3. Cultural/ a. No religious beliefs
Environmental c. Xenophobic ethnic indoctrination
d. Cultural peer pressure
1. Parenting Limited or minimal responses to positive parenting attributes
2. Education Limited or minimal responses to positive education attributes
3. Cultural Limited or minimal responses to positive cultural/environmental attributes
4. Work/Job Limited or minimal responses to positive work/job attributes
2. Behavioral a. Aggressive /violent behavior
Traits c. Lacking self-esteem
f. Lack of remorse
5. View of Self b. Unhappy
h. Socially impotent (what I do today has no bearing on my quality of life)
8. Health-Related a. Alcohol use
Behaviors g. Smoking/tobacco use
h. Substance abuse
j. Stress/ depression due to lack of good health
 After logging into "MetaMind," the user will be prompted to begin the "MindMixer" process (FIG. 1 Upper left panel). The user is presented with the positive menu and the negative menu (FIG. 1 Upper right panel). Descriptive attributes are intermingled with both menus. The user selects one menu to begin, but can always toggle back and forth between them. The user responds to the displayed attributes by agreeing with or rejecting the attributes based on self- determination. In the case of the user developing a persona of a historical person, the user selects attributes that they feel are displayed by or were associated with the historical person (FIG. 1 Upper right panel, lower left and right panels). The feedback is used by the system to select in real time a new attribute for the user to agree with or reject, thus building the user's persona map or avatar. Once a persona map has been determined, the system can provide the user in real time with a series of potential process improvement actions or therapeutic measures that the user can adopt to improve their determined persona and, thereby, allow the user to realize beneficial outcomes and better their quality of life. The "MetaMind" system can be used in a challenge mode (FIG. 1), a gameplay mode (FIG. 2), and character builder mode (FIG 3). Examples of physical card mode where one set of cards contains personality/portrait and a second set of cards shows possible attributes for each personality/portrait card (FIG. 4) and in a digital display mode shows historic figures and associated attributes (FIG. 4).
Features of the "MetaMind" System
Printed or Digital media-based psychosocial construction system using language and visual markers
• An electronic psychosocial survey tool designed within a gaming platform
Avatar creation software program that allows users to assemble character traits, behaviors, habits, internal and external attributes in an attempt to match the correct psychosocial criteria to predetermined maps for self-actualization or historical figures Game dynamics guiding the user into self-assessment and therapeutic management strategies
Program challenges that the user creates via scoring systems for avatar accuracy Anonymized user profiles with demographic data acquisition for predictive analytics models
Risk stratification models for population health management and psychotherapy or counseling
Board-game style mapping with transparent overlays to add and subtract attribute modeling
Multiple risk algorithms and scoring models
Psychometric gameplay challenges
Population health hot-spot mapping
Rewards points dashboard
Responsive design for mobile and desktop
Push notification links
Community chat and social platform