the present invention is a multi - game drug and alcohol recovery mechanic configured to reinforce the negativity of drugs and alcohol on a player &# 39 ; s life , while simultaneously enabling the player to strive for ‘ good things ’ in life and simultaneously rehearsing drug refusal language for in - game success . the preferred embodiment of the present invention includes four games ( though they may be sold separately ): recovery racer ( 10 ), recovery climber ( 20 ), recovery runner ( 30 ), and recovery ninja ( 40 ). each of the games of the present invention includes the use of a player avatar ( 50 ), which is preferably constructed to mimic the appearance of the player who is in recovery / treatment or a stronger , more confident , aspirational version of themselves ( in the future when they have been successful in recovery ). onscreen drugs ( 60 ) appear as obstacles , which players must avoid , destroy , or transform , using a combination of body gestures and / or spoken refusal phrases to in order to succeed , counteract losses , collect beneficial items , and earn points . this computer hardware enables player rehearsal of drug evasion , destruction , and transformation which is not practical in real - life therapeutic drug treatment role - playing sessions without a computer and the game software . players preferably employ a microsoft ™ kinect ™ accessory ( which incorporates a camera , infra - red sensor , and microphone ), and must employ bodily movements and voice commands to play each game . the game could also use other forms of bodily motion detection , including accelerometers like those in smartphones , the nintendo wii , or sony move , or virtual reality controllers like the oculus touch or vive controller . these kinds of hardware enable actions that can &# 39 ; t be reproduced in real life without the hardware , a computer and the custom game software . recovery racer ( 10 ) has players racing on a motorcycle or other vehicle , and must destroy the drugs ( 60 ) shown on the screen in order to progress in destroy mode , or avoid the drugs ( 60 ) shown on the screen while collecting beneficial items ( diplomas , engagement rings , etc . ), shown as ‘ good items ’ ( 80 ) in order to progress in discernment mode . these beneficial items can be selected by each player so they only see the items that are most meaningful to their lives and their recovery . for example , a player who sees a relationship and marriage as an important life goal to help with sobriety can choose to select engagement rings and wedding rings to be among their “ goodies .” by contrast , a player who prefers to be single or get out of a co - dependent relationship with a drug dealer may not think of rings as a positive item , and could choose to not include them . successfully speaking refusal phrases produces beneficial gameplay effects , like expanding the player &# 39 ; s ability to destroy the drugs or collect the good items . this hardware and software voice recognition system allows players to rehearse refusing drug offers , which is an essential skill in drug recovery and relapse prevention . recovery climber ( 20 ), shown in fig2 , has players climbing a wall , such as that of a building . the players must avoid the drugs ( 60 ), which are present on the wall and which reduce the player &# 39 ; s health when grabbed . grabbing the safe handholds ( 90 ) does not reduce health . successfully speaking drug refusal phrases transforms some of the onscreen drugs ( 60 ) blocking the player &# 39 ; s into safe handholds ( 90 ), reinforcing the power of refusal language to get drugs out of the way of people in recovery . this is only possible with voice recognition hardware and custom software . reaching the rehab door ( 100 ) powers up the player to successfully use refusal language , reinforcing the positive role of continuing to return to outpatient treatment . voice recognition hardware and software integrated with the physical motion control is essential for motivating the repeated rehearsal of drug refusal skills . recovery runner ( 30 ) has players running an obstacle course on foot , as shown in fig3 . each obstacle is a drug or drug - related item , which players must avoid in order to succeed . touching drugs along the path reduces the avatar &# 39 ; s health meter ( 70 ). the player must quickly draw their hand back , sidestep , leap away or otherwise immediately recoil from the appearance of the drug to not lose the game . this trains a rapid compulsion to avoid the drug . this is essential for overcoming the addict &# 39 ; s compulsion to move toward the drug . when the players physically train themselves to have a competing impulse away from drugs , they can slow , interrupt , or cancel the addictive impulse toward the drug . this physical training is enabled only by body motion - controlled hardware working in conjunction with avatars in the game world . complete loss of health shown in the health meter ( 70 ) ends the game , reinforcing the dangers of the drugs . this happens when the player has not successfully used their body and voice to destroy / evade or speak refusal language . this loss is important to reinforce the future negative consequences of the drugs , which is often ignored or overlooked by addicts when they relapse . failure in the game helps bring the negative feelings of drug addiction to the present during an episode of craving , giving players a better chance of refusing . this reinforcing feeling is strong because it is a bodily sensation ( muscle memory ), which is only possible with motion tracking hardware combined with voice recognition hardware . successfully speaking refusal phrases increases the health meter ( 70 ), reinforcing the power of drug refusal skills in helping with recovery , even after a slip , an increase in cravings , or a visit to an area with drugs . in discernment mode , the player must avoid the drug obstacles ( onscreen drugs ( 60 )) while collecting as many good items ( 80 ) as possible ( diplomas , engagement rings , etc . this is only possible with body motion detection hardware paired with voice recognition hardware . as shown in fig4 , recovery ninja ( 40 ) in destroy mode has players destroying drugs ( 60 ) by swiping their hands , similar to swatting in real life . failing to destroy drugs that come near the avatar results in a reduction in the health meter ( 70 ). complete loss of health ends the game . in discernment mode , the player must avoid touching the drugs ( 60 ) while making swiping motions with their arms to collect as many good items ( 80 ) as possible ( diplomas , engagement rings , etc .). for players who are angry at their addiction , this can be more effective than evading drugs . this action is impractical to be replicated in real - life training without the computer hardware , as throwing drugs and drug paraphernalia at players in real - life is not feasible . the games of the present invention employ drug destruction as a gameplay form , similar to the prior art , but two additional modes are provided to players in recovery / treatment : drug avoidance and drug discernment . in drug avoidance mode , the player must evade onscreen drugs ( 60 ) rather than try to strike them . in the drug discernment mode , the player must evade the drugs ( 60 ) but must also collect good items representative of sobriety , maturity , and health ( car keys , wedding rings , footballs , etc .). drug discernment is far more demanding gameplay , as the player cannot simply move away from every object or leap toward every object . players must concentrate and remain keenly aware to avoid dangers and collect “ goodies .” this physical recoil paired with a physical outreach is only possible with motion detection hardware . test subjects have consistently chosen this game mode as the most popular / rewarding of all game modes of the present invention , as it feels the most like the challenges they face in real life of trying to pursue useful rewards , while always having to remain vigilant against drug cravings or drug offerors . addictions and compulsive behaviors are dangerous because the person develops an unthinking response to satisfy a momentary craving , even though cravings often pass quickly if the person does not act on them . impulse control disorders cause a person to feel a compulsion to react positively to cravings . but people in recovery are not helpless to change their patterns and respond differently to the appearance of drugs or the opportunity to attain drugs . behavioral therapy can help bring about physical changes in the part of the brain that governs impulses . the discernment game mode is intended to train players to immediately react negatively to the appearance of drugs , replacing a dysfunctional positive reaction in favor of the drug with a negative reaction . while time the player is intently focused on collecting good things in the game , the player must suddenly respond negatively to the sudden appearance of a drug — or be harmed by it . this training in instantaneous negative responses to drugs can possibly disrupt the positive response and give the person more time and thought to resist the craving . with enough training it may also possibly negate the positive response and replace it altogether . just as auto safety simulators can train drivers to react instantly with a safe motion to the sudden appearance of danger , a goal of recovery warrior is to train people in recovery to react instantly with a rejecting response to the sudden appearance or offer of drugs . this is why physical motion detections is essential . the refusal phrases are likewise trained until they become automatic , which corresponded with making them easier to say in real life during drug offering circumstances . these multiple modes of the present invention are novel in therapeutic software for improving treatment outcomes and preventing relapse . players can select the good items they want to collect in the game from a long list . this allows them to customize the gameplay experience according to their individual aspirations . patients have reported that they find this very rewarding , as seeing the good things they want in life ( an education , a job , a relationship ) allows them to stay focused on the good things they want in life rather than backsliding into negative influences like drugs . seeing these elements within the game , and turning to these good choices rather than drugs or alcohol is psychologically healthy . the competing products presently on the market only allow only one drug to appear at a time , and selected only from a very small range of substance categories : alcohol , cigarettes , and a catch - all category called “ pills .” the “ pills ” category only shows pill bottles and does not distinguish between the kinds of drugs in them . missing are drugs like injection heroin , marijuana , hallucinogens , etc . conversely , the games of the present invention allow treatment centers to select multiple drugs to appear in each game instead of just one , which is important , as addiction is often multi - dimensional ( patients often using more than one type of substance ). the games of the present invention include alcohol and tobacco products , and allows for the customization of multiple types of drugs of choice , including , but not limited to opioids , injection heroin , marijuana , stimulants , etc . all of the types of drugs chosen by the player will show up in each of the games that patient plays , not just one type of drug , as in the prior art . the 3d images of the drugs are far more specific , including depictions of individual pills ( not just pill bottles ) and drug paraphernalia . multiple difficulty settings for the varied strength levels of recovering addicts games disclosed in the prior art , such as take control ™, provide a single difficulty mode . so , another novel aspect to the therapeutic product of the present invention over other drug treatment competitors is the use of five levels of difficulty to accommodate different skills of players and multiple modes of gameplay . multiple levels of difficulty are essential to continued use of the present invention , as some people in treatment are detoxing from heroin addiction and are very weak . they cannot sustain high levels of exertion . the present invention incorporates a “ casual ” mode and an “ easy ” mode for such players , along with people new to motion - based gaming . as players master these modes and gain strength , they can move up to ‘ normal ’ difficulty mode , where most players will play the majority of the games of the present invention . as players get better at the game , they can step up to new challenge levels with ‘ hard ’ and even ‘ extreme ’ difficulty modes for the most demanding gameplay setting . patients with greater video game skills require faster gameplay for greater challenge . fast - paced gameplay is available at the higher challenge levels of the ‘ recovery warrior ’ games of the present invention , but is not found in other games for addiction of the prior art . it should be understood that the present invention is to be bundled with a comprehensive manual for use as a therapeutic recovery tool . elements of treatment integration and counselor facilitation preferably include : comfort , competence and “ ownership ” of the game by counselors as a therapeutic tool ; logistics of incorporation of the game into the agenda and flow of treatment ( dose , timing , schedule etc . ); the counselor role as enthusiast and cheerleader for the game ; the counselor role as manager of game play ( managing the equipment , facilitating turn taking and fair play , managing the right balance of rowdiness and order , ensuring safety etc . ); the counselor role as debriefing and processing the content of the game as it relates to recovery and treatment messages . the following are a partial list of examples of the topics that are covered in the manual accompanying the games of the present invention : the importance of mastery of refusal skills in addiction recovery how counselors can energize patients through physical activation , increasing their levels of arousal , making them more enthusiastic in their motivation and “ fired up ” towards the goals of treatment how counselors can manage and direct the energy of the individual and / or group to keep the focus on recovery content and goals , and to prevent over - exuberance from becoming chaotic or disruptive utilizing counselor facilitation to debrief and process the thoughts and feelings elicited by game play , draw analogies between various contents of game play and their own real - life experiences : how are the refusal skills rehearsed in the game similar or dissimilar to refusal skills in real life ? how can refusal vocalizations be utilized in real life ? how does it feel to be assertive about drug refusal ? what if refusal statements and actions make you feel “ stupid ” or “ lame ” or rejected by peers ? what can you do in treatment when discussion or images of drugs make you excited with positive nostalgia , or even provoke cravings ? or in real - life ? how can you use urge - surfing , deliberate unmasking , asking for help , and other techniques as an antidote to craving ? how is fighting off an onslaught of virtual physical drug representations similar or dissimilar to fighting off drugs in real life ? how are scores earned in a recovery game similar to measures of recovery in real life ? what are the ways that “ health ” in real life can be increased or decreased in relation to life encounters and environmental interactions ? how does the way the game lets you gain powers with success and lose powers with failure mimic real - life ? does positivity build more positivity , health build more health and vice versa ? how does the productive recollection of or recounting of historical “ war stories ” of previous drug use contrast with current recovery efforts , redirecting the individual or group away from dwelling too much on the historical glorification of drugs and drug culture ? using game play as an opportunity for empowerment and promoting self - efficacy — encouraging successful game play effort , and discussing as a model of real - life determination in pursuit of a healthy goal . overcoming discouragement at unsuccessful play , and discussing as a model of real - life response and determination despite adversity . results of treatments via the present invention are envisioned to be positive for the players , while providing a fun and entertaining treatment option . the development of the games of the present invention is based on social cognitive theory within the framework of a bio - behavioral addiction model . game play is preferably aimed at improving self - efficacy , promoting negative attitudes to drug use , increasing perceived social support from the treatment facility , and providing refusal skills training for the players . based on the bio - behavioral model and social cognitive theory , game play via the present invention is envisioned to impact opiate recovery in teens through a variety of pathways . it is expected that the games of the present invention will improve recovery by altering established predictors of quitting set forth by social cognitive theory . additionally , use of the games of the present invention is likely to affect recovery by increasing the use of additional treatment services ( e . g . promoting attendance at sessions , and thereby increase contact time with a beneficial environment and counselors . examples of the theory - driven mechanisms of the therapeutic effect of the games of the present invention include improvements to the players in terms of : gameplay by players , through ritualized battling and destruction of drug - associated icons , reinforces the sense of drugs as “ the enemy ” and the adolescent &# 39 ; s identity as taking a crystallized stance in opposition to drugs . it is envisioned that fun gameplay in the treatment setting will make treatment more engaging , and increase the sense of social support provided by the treatment program in which the players are enrolled . the fun gameplay provided by the present invention increases social support by reinforcing the use of pro - social recreational alternatives to drug use . sharing the fun and engaging gameplay of the present invention with other peers in treatment , especially in multi - player gameplay , promotes a sense of common therapeutic goals , prosocial connection to peers , and recovery - oriented social support successful destruction of drug associated icons , reinforced by the inherent and very compelling reward schemes built into video games ( points , unlocking new levels , competition , etc . ), promotes self - efficacy in the adolescents &# 39 ; sense of success in combating drugs in real life the virtual transformation of fighting drugs , normally a very complex task in real life , fraught with ambivalence , into a simpler non - ambivalent task in fantasy , will generalize , and promote self - efficacy by helping to tip the decisional balance of the players , translated back from fantasy into real life the fantasy gameplay helps imbue the struggle to achieve recovery with an aura of heroism , promoting self - efficacy by reinforcing the role of the adolescent as the “ recovery warrior .” certain features of gameplay are configured to simulate critical components of refusal skills ( conscious decision stance towards refusal , automatic unconscious decision stance towards refusal , vocalization of refusal via voice control , etc . ), and that learning and rehearsal of those components through repetition in the game strengthens refusal skills in real life . the counselor &# 39 ; s role in providing access to fun gameplay translates to an increase in the overall alliance with the counselor / player and treatment . it should be noted that the preferred title for the games of the present invention is ‘ recovery warrior ,’ however this title is subject to change in alternative embodiments of the present invention . having illustrated the present invention , it should be understood that various adjustments and versions might be implemented without venturing away from the essence of the present invention . further , it should be understood that the present invention is not solely limited to the invention as described in the embodiments above , but further comprises any and all embodiments within the scope of this application . the foregoing descriptions of specific embodiments of the present invention have been presented for purposes of illustration and description . they are not intended to be exhaustive or to limit the present invention to the precise forms disclosed , and obviously many modifications and variations are possible in light of the above teaching . the exemplary embodiment was chosen and described in order to best explain the principles of the present invention and its practical application , to thereby enable others skilled in the art to best utilize the present invention and various embodiments with various modifications as are suited to the particular use contemplated .
a new method and gaming system for recovery and relapse prevention for individuals recovering from addictive and compulsive behavior including drugs and / or alcohol is described . the system employs a series of video games configured to reinforce recovery actions , including rehearsing and reinforcing refusal language , which facilitates and expedites the recovery of an individual that has experienced problems with drugs and / or alcohol . the games provide a means of practice and training negative responses to drugs in the game world to assist with drug refusal in real - world settings , and requires the player to employ physical movements as well as verbal commands similar to those used to say ‘ no ’ to drugs in reality . the system preferably requires the use of a motion detection system and microphone , such as a microsoft kinect ™ accessory . the system provides an educational and entertaining outlet for players wishing to better their lives by refusing drugs and / or alcohol .