João Zaggia

Director of Triunica Gamification (BR)

João Zaggia

Director of Triunica Gamification (BR)
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Biography

Founding partner of TRIUNICA Creative Human Development and general manager of the Corporate Health Movement, entrepreneur, consultant, university professor and lecturer. Creator of more than 30 Games (Gamification) for companies like Gol, Bradesco, Ita\u00fa, H.Stern, Nespresso, Westrock, Liberty Seguros, Pernambucanas, Comg\u00e1s, Meizler – Ucb, among others. National and international speaker with the creation of Disney Excellence Gamification. Certified in International Health Congresses Hero Corporate Wellness Orlando 2013, Behind the Scenes 2013/2014 and 2015. Participant and speaker at the largest international congresses in the area, \”Gamification World\” in 2015 and 2016, \”Games for Health\” in 2016 and ABTD Lecturer And CBTD in Brazil.”}” data-sheets-userformat=”{“2″:513,”3″:[null,0],”12″:0}”>Founding partner of TRIUNICA Creative Human Development and general manager of the Corporate Health Movement, entrepreneur, consultant, university professor and lecturer. Creator of more than 30 Games (Gamification) for companies like Gol, Bradesco, Itaú, H.Stern, Nespresso, Westrock, Liberty Seguros, Pernambucanas, Comgás, Meizler – Ucb, among others. National and international speaker with the creation of Disney Excellence Gamification. Certified in International Health Congresses Hero Corporate Wellness Orlando 2013, Behind the Scenes 2013/2014 and 2015. Participant and speaker at the largest international congresses in the area, “Gamification World” in 2015 and 2016, “Games for Health” in 2016 and ABTD Lecturer And CBTD in 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.”

João Zaggia

Director of Triunica Gamification (BR)
linkedin-icon facebook-icon

Biography

Founding partner of TRIUNICA Creative Human Development and general manager of the Corporate Health Movement, entrepreneur, consultant, university professor and lecturer. Creator of more than 30 Games (Gamification) for companies like Gol, Bradesco, Ita\u00fa, H.Stern, Nespresso, Westrock, Liberty Seguros, Pernambucanas, Comg\u00e1s, Meizler – Ucb, among others. National and international speaker with the creation of Disney Excellence Gamification. Certified in International Health Congresses Hero Corporate Wellness Orlando 2013, Behind the Scenes 2013/2014 and 2015. Participant and speaker at the largest international congresses in the area, \”Gamification World\” in 2015 and 2016, \”Games for Health\” in 2016 and ABTD Lecturer And CBTD in Brazil.”}” data-sheets-userformat=”{“2″:513,”3″:[null,0],”12″:0}”>Founding partner of TRIUNICA Creative Human Development and general manager of the Corporate Health Movement, entrepreneur, consultant, university professor and lecturer. Creator of more than 30 Games (Gamification) for companies like Gol, Bradesco, Itaú, H.Stern, Nespresso, Westrock, Liberty Seguros, Pernambucanas, Comgás, Meizler – Ucb, among others. National and international speaker with the creation of Disney Excellence Gamification. Certified in International Health Congresses Hero Corporate Wellness Orlando 2013, Behind the Scenes 2013/2014 and 2015. Participant and speaker at the largest international congresses in the area, “Gamification World” in 2015 and 2016, “Games for Health” in 2016 and ABTD Lecturer And CBTD in 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.”