Andressa Pinheiro

Director of Triunica Gamification (BR)

Andressa Pinheiro

Director of Triunica Gamification (BR)
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Biography

Founder for 19 years of the companies TRIUNICA Gamification – Creative Human Development and Corporate Health Movement, entrepreneur, consultant, university professor and lecturer. His work focus is the development of people through creativity and innovation. Graduated in Physical Education, Specialist in Cooperative Games and Group Dynamics (SBDG), she is co-author of 4 books. Creator of more than 50 Games (Gamification). International speaker with the creation of Disney Excellence Gamification. International Congress of Health (APHA / 2011), T & D (ASTD Orlando / 2011), Corporate Wellness Hero Orlando 2013, Disney Frames 2013/2014 and 2015, Corporate Hero San Diego 2014, T & D (ATD 2014/2015/2017 ). Lecturer of Gamification 2015 -2016 and speaker for more than 10 years of ABTD (Brazilian Association of Training and Development Brazil)

PRESENTATION

Humanized Gamification The Impact Of STRESS – Eustresse And Distress.

Our proposal: STRESS
Assuming that it is important to change the behavior before the stressors, that is, the individual’s awareness and to know the personal reasons for which he develops coping strategies, we create a tool (humanized gamification), where we use a board game that includes experience through 14 tips to maximize eustress (positive stress). They are: 1. Abandon unhealthy habits; 2. Work to live, but not live to work; 3. Exercise your patience; 4. Define specifically what bothers you; 5. Look at change as a challenge rather than a threat; 6. Be a good listener in the discussions; 7. Every day of what you really enjoy doing; 8. Be healthy habits; 9. Organize: plan and prioritize; 10. Divide your tasks and multiply your enthusiasm; 11. Adapt; Take yourself less seriously; 13. Give importance to what really matters; 14. Deliver occasionally.

Scientific Methodological basis: Transtheoretical Model (Behaviour Change)
As a scientific methodological basis as parameter gamification content (tips), we use the Transtheoretical Model (PROCHASKA and DiClemente, 1876) for the analysis and encouraging behavior change. This model places the understanding of change as a state of readiness, stages in which the individual passes: 1. Pre Contemplation (individual denies or does not have the awareness of the specific stressor behavior; 2. Contemplation (stage where the individual becomes aware of the personal stressors, but is unwilling to even try to change) 3. Preparation (stage where there is the intention to change behavior, uses up a plan to deal with the stressor) 4. Action (at this stage the individual experience the benefits of experienced hint);. 5. Maintenance (at this stage, the individual changes the behavior of the stressor and the same behavior becomes a sustainable value to your life) Thus, the Transtheoretical Model advocates the premise that behavior change is a process in which people have different levels of motivation, so you can plan interventions customized to the needs of individuals.