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A Gamification Update to the Taxonomy of Technology and Mental Health

A Gamification Update to the Taxonomy of Technology and Mental Health
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Author(s): Madeline R. Marks (University of Maryland, USA), Amanda C. Tan (University of Central Florida, USA)and Clint Bowers (University of Central Florida, USA)
Copyright: 2018
Pages: 11
Source title: Encyclopedia of Information Science and Technology, Fourth Edition
Source Author(s)/Editor(s): Mehdi Khosrow-Pour, D.B.A. (Information Resources Management Association, USA)
DOI: 10.4018/978-1-5225-2255-3.ch086

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Abstract

Mental health providers cannot ignore the importance of utilizing technology in this era of the “Internet of Things.” This chapter reaffirms the need for mental health providers and software developers to work in concert with each other when developing technology for mental health. We also articulate the importance of the patient and the patient's role in connecting technology into the equation. As researchers and practitioners, the goal should be to create technology that will encourage repeated and continuous use of said technology, and not just technology acceptance in order to move the field forward toward the provision of low-cost, effective mental health services.

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