CPC G09B 7/00 (2013.01) [A61B 5/746 (2013.01); G06F 3/04815 (2013.01); G06F 3/0482 (2013.01); G06T 19/003 (2013.01); G09B 19/00 (2013.01); G16H 20/70 (2018.01); G16H 50/20 (2018.01); G06T 2200/24 (2013.01)] | 19 Claims |
1. A non-transitory, computer-readable media comprising:
instructions stored in a memory that cause a processor operatively connected to the memory to provide, via the processor, a virtual world navigable by an avatar under control of a person to provide the person with a video game experience session;
instructions stored in the memory and cause the processor to:
display, via the processor and to a display device operated by the person, a menu of alternative options for configuring at least one aspect of at least one of the avatar, the virtual world and the video game experience session;
receive, via the processor, from the display device a first at least one user-selected option selected from among the alternative options displayed via the menu;
modify, via the processor, at least one of the video game experience session, the avatar as displayed, and the virtual world as displayed in accordance with the first at least one user-selected option; and
require, via the processor, the person to provide a second at least one user-selected option selected from among the alternative options displayed via the menu in a subsequent session in order to capture additional data points regarding the user's then-current mental state; and
instructions to:
assess, via the processor, the mental state of the person as a function of the second at least one user-selected option;
determine, via the processor, from the assessment that the mental state meets an intervention rule or threshold that is indicative that the person warrants an intervention from a medical professional; and
transmit, via a communications network and via the processor, to a healthcare provider's computing device an alert identifying the person's assessed mental state based on the determination;
whereby the healthcare provider's computing device performs an automated assessment of the mental state of the person as a function of the person's selection of options for configuration of aspects of at least one of the avatar, the virtual world and the video game experience session.
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