Published on in Vol 8, No 1 (2020): January
![Engaging Users in the Behavior Change Process With Digitalized Motivational Interviewing and Gamification: Development and Feasibility Testing of the Precious App Engaging Users in the Behavior Change Process With Digitalized Motivational Interviewing and Gamification: Development and Feasibility Testing of the Precious App](https://asset.jmir.pub/assets/9e70bfadc783b93ec729297deff6e048.png 480w,https://asset.jmir.pub/assets/9e70bfadc783b93ec729297deff6e048.png 960w,https://asset.jmir.pub/assets/9e70bfadc783b93ec729297deff6e048.png 1920w,https://asset.jmir.pub/assets/9e70bfadc783b93ec729297deff6e048.png 2500w)
1 Discipline of Social Psychology, Faculty of Social Sciences, University of Helsinki, Helsinki, Finland
2 Behavioural Science Group, Primary Care Unit, University of Cambridge, Cambridge, United Kingdom
3 Communications and Networking Department, School of Electrical Engineering, Aalto University, Espoo, Finland
4 Department of Entertainment Computing, University of Vienna, Vienna, Austria
5 Center For Digital Safety And Security, Austrian Institute of Technology, Vienna, Austria
6 Department of Psychiatry, University Hospital Vall d’Hebron, Vall d’Hebron Institute of Research, Barcelona, Spain
7 Department of Basic Psychology, Grup de Recerca en Estrès i Salut, Autonomous University of Barcelona, Bellaterra, Spain
8 Servicio de Psiquiatría, Hospital Universitari Vall d’Hebron, Departament de Psiquiatria i Medicina Legal, Universitat Autònoma de Barcelona, Barcelona, Spain
9 Centro de Investigación Biomédica en Red de Salud Mental, Instituto de Salud Carlos III, Vall d’Hebron Institut de Recerca, Barcelona, Spain
10 Department of Psychology and Logopedics, Faculty of Medicine, University of Helsinki, Helsinki, Finland
11 Helsinki Collegium for Advanced Studies, University of Helsinki, Helsinki, Finland