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Taking mild to moderate mental health challenges of everyday people to point of sale: gift cards and gift sets
Taking mild to moderate mental health challenges of everyday people to point of sale: gift cards and gift sets
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机译:将日常人群的轻度至中度心理健康挑战推向销售点:礼品卡和礼品套装
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#$%^&*AU2017204669A120180125.pdf#####ABSTRACT The present invention is a mechanism to construct educational reflection cards for children, adolescents and adults using a unique card tiling system to draw themes from that enable mixing and matching for somewhat serious, somewhat playful and somewhat engaging and loving games and a way to take mild to moderate mental health challenges of everyday people to point of sale through gift cards and gift sets. The unique system of card tiling is suited for both the reflection card and game board tiles. The front of the reflection card is identical (mirrors) to that of the game board tile. The shape of the game boards resembles a bookmark. The size of the game boards is almost the same size as the reflection card. Number of players depends on the purpose and construction of the board game and the embodiment has various series such as 2KNOW series, WELLDAY series, The BANK series and Animated Character series (digital) graphical images designed of four characters Annabelle, James, AJ and Belle that grow chronologically and experientially across developmental milestones of baby, toddler, adolescent, adult, and old adult for themes that elicit helpful connections and provide emotional distance as the player is vicariously exposed as the animated characters reflect and voice their concerns.[ DON'TKNOW ANAaELiFE V.INS WITHi & RHU d*tenetoen IKNIOW SHOW TIME Cnrwur~'-IURS LABSELS ILe MUM. DAD !hU, YOU;. VS, PANMY MMWHlDSAJIWt rci tIOW JAMES, SAAB LLE AyTHERE ME NUMEMML FEE %I SaLF SAUnN& SCfrflM 2npME H4EWVF AJ r HEARTS' Idle. FIGUEn1
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机译:#$%^&* AU2017204669A120180125.pdf #####抽象本发明是一种构造用于教育的反思卡的机制。儿童,青少年和成人使用独特的卡片拼贴系统来绘制主题使得混合和匹配变得有些严肃,有些好玩和有些参与性和爱好性游戏,以及应对轻度至中度心理健康挑战的方法每天人们通过礼品卡和礼品套装进入销售点。独特的卡片系统拼贴适用于反射卡和游戏板拼贴。反射的前面卡与游戏板磁贴相同(镜像)。游戏板的形状就像一个书签。游戏板的尺寸几乎与游戏板的尺寸相同。反射卡。参与者人数取决于董事会的目的和结构游戏和实施例具有各种系列,例如2KNOW系列,WELLDAY系列,BANK系列和Animated Character系列(数字)图形图像设计为四个按时间顺序和经验增长的角色Annabelle,James,AJ和Belle跨越婴儿,幼儿,青少年,成人和成年人的发展里程碑引发有益联系并与玩家保持情感距离的主题当动画角色反映并表达他们的担忧时,他们被暴露出来。[DON'TKNOW ANAaELiFE V.INSWITHi和RHUd * tenetoenIKNIOW开演时间Cnrwur〜'-IURSLABELS ILe妈妈。爸!,你; VS,潘美MMWHlDSAJIWIT ITIOW詹姆斯·萨博·李AyTHERE ME NUMEMML FEE%ISALF SAUNN&SCFRflM 2npMEH4EWVF AJ r心跳怠速。图1
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机译: Litchfield心理咨询模型以哲学为基础,将精神健康服务应用程序Lift Up UP,旨在提供简单,实用的建议,以帮助个人和员工应对日常的精神健康挑战,并将用户与现有的精神健康专业人员联系起来。 Lift me UP将使用先进的技术来:•协助患者评估过程•监控和支持日常工作•将用户推荐给可用的心理健康专家•与市场上的任何产品相比,创造独特的定制体验。