---
id: wiki-2026-0508-게이미피케이션
title: 게이미피케이션
category: 10_Wiki/Topics
status: verified
canonical_id: self
aliases: [Gamification, 게임화, Game-like Mechanics]
duplicate_of: none
source_trust_level: A
confidence_score: 0.9
verification_status: applied
tags: [game-design, behavior, motivation, ux]
raw_sources: []
last_reinforced: 2026-05-10
github_commit: pending
tech_stack:
  language: typescript
  framework: behavioral-design / Octalysis
---

# 게이미피케이션

## 매 한 줄
> **"매 non-game context에 game-design element를 적용해 user motivation / engagement / behavior를 reshape"**. 2002 Nick Pelling의 용어 등장 → 2010 Foursquare 배지로 mainstream → 2014 Yu-kai Chou의 Octalysis 8-driver framework → 2026 현재 Duolingo · Strava · Apple Fitness가 industry exemplar이며 LLM-generated personalized quests가 emerging.

## 매 핵심

### 매 PBL Triad (Basic)
- **Points (P)**: 매 quantitative score — XP, currency.
- **Badges (B)**: 매 achievement marker — collection / status.
- **Leaderboards (L)**: 매 social comparison — ranked scoreboard.

### 매 Octalysis 8 Core Drives (Yu-kai Chou)
1. **Epic Meaning**: 매 큰 mission의 일부 — Wikipedia 기여.
2. **Development & Accomplishment**: 매 progress / mastery — Duolingo streak.
3. **Empowerment of Creativity**: 매 player creativity expression — Minecraft.
4. **Ownership & Possession**: 매 collection / customization.
5. **Social Influence**: 매 peer comparison / cooperation.
6. **Scarcity & Impatience**: 매 limited-time / FOMO.
7. **Unpredictability**: 매 variable reward — gacha, slot.
8. **Loss & Avoidance**: 매 streak break 회피.

### 매 응용
1. Duolingo — streak, league, hearts (loss-avoidance).
2. Strava — segment leaderboard, kudos.
3. Apple Fitness — 3 rings + 30-day challenge.
4. Habitica — RPG-style habit tracker.
5. LinkedIn — profile completion %, "All-Star" badge.

## 💻 패턴

### XP / Level System
```typescript
const xpForLevel = (level: number): number =>
  Math.floor(100 * Math.pow(level, 1.5));

export function levelFromXP(totalXP: number): { level: number; progress: number } {
  let level = 1;
  let acc = 0;
  while (acc + xpForLevel(level) <= totalXP) {
    acc += xpForLevel(level);
    level++;
  }
  const inLevel = totalXP - acc;
  const need = xpForLevel(level);
  return { level, progress: inLevel / need };
}
```

### Streak Tracker
```typescript
import { differenceInCalendarDays } from 'date-fns';

interface StreakState { current: number; longest: number; lastActiveDate: Date }

export function recordActivity(state: StreakState, now: Date = new Date()): StreakState {
  const gap = differenceInCalendarDays(now, state.lastActiveDate);
  if (gap === 0) return state;                    // already counted today
  if (gap === 1) {                                // consecutive day
    const next = state.current + 1;
    return { current: next, longest: Math.max(next, state.longest), lastActiveDate: now };
  }
  return { current: 1, longest: state.longest, lastActiveDate: now };  // broken
}
```

### Badge Engine (rule-based)
```typescript
type BadgeRule = { id: string; name: string; check: (s: PlayerStats) => boolean };

const RULES: BadgeRule[] = [
  { id: 'first_blood', name: 'First Win', check: s => s.wins >= 1 },
  { id: 'centurion', name: '100 Wins', check: s => s.wins >= 100 },
  { id: 'streak_30', name: '30-Day Streak', check: s => s.streak >= 30 },
];

export function evaluateBadges(stats: PlayerStats, owned: Set<string>): string[] {
  return RULES.filter(r => !owned.has(r.id) && r.check(stats)).map(r => r.id);
}
```

### Variable Reward (Loot Box) with disclosed odds
```typescript
type Drop = { item: string; weight: number };

export function rollLoot(table: Drop[], rng: () => number = Math.random): string {
  const total = table.reduce((s, d) => s + d.weight, 0);
  let r = rng() * total;
  for (const d of table) {
    r -= d.weight;
    if (r <= 0) return d.item;
  }
  return table[table.length - 1].item;
}

// 매 disclosed odds (regulatory: KR / CN / BE / NL)
const TABLE: Drop[] = [
  { item: 'common',    weight: 70 },
  { item: 'rare',      weight: 25 },
  { item: 'epic',       weight: 4.5 },
  { item: 'legendary',  weight: 0.5 },
];
```

### Leaderboard (Redis ZSET)
```typescript
import { Redis } from '@upstash/redis';
const redis = Redis.fromEnv();

export async function recordScore(userId: string, score: number) {
  await redis.zadd('leaderboard:weekly', { score, member: userId });
}

export async function topN(n = 10) {
  return redis.zrange('leaderboard:weekly', 0, n - 1, { rev: true, withScores: true });
}

export async function rankOf(userId: string) {
  return redis.zrevrank('leaderboard:weekly', userId);
}
```

### Personalized Quest (LLM-generated)
```typescript
import Anthropic from '@anthropic-ai/sdk';
const client = new Anthropic();

export async function dailyQuest(profile: { skills: string[]; weak: string[]; mood: string }) {
  const msg = await client.messages.create({
    model: 'claude-opus-4-7',
    max_tokens: 200,
    system: 'Generate ONE daily quest for a learning app. Output JSON: {title, goal, xp, steps[]}',
    messages: [{ role: 'user', content: JSON.stringify(profile) }],
  });
  return JSON.parse((msg.content[0] as { text: string }).text);
}
```

## 매 결정 기준
| 상황 | Approach |
|---|---|
| Education app | Streak + XP + League (Duolingo) |
| Fitness | Goal-rings + monthly challenge |
| Productivity | Habit-RPG (Habitica) |
| Enterprise training | Badge + leaderboard, opt-in |
| Health-critical | Avoid scarcity / FOMO — ethical-only |

**기본값**: PBL + 1~2 Octalysis drives matched to context, with disclosed-odds + opt-out.

## 🔗 Graph
- 부모: [[Game_Design]]
- 변형: [[Self_Determination_Theory]]
- Adjacent: [[Operant_Conditioning]]

## 🤖 LLM 활용
**언제**: personalized quest generation, badge naming, encouragement copy, weakness-targeted exercise sequencing.
**언제 X**: 매 reward-schedule design — RL / behavioral economist domain (LLM은 hidden bias 위험).

## ❌ 안티패턴
- **Pointsification**: 매 PBL만 얹기 — intrinsic motivation 없으면 6주 후 fatigue.
- **Dark patterns**: 매 streak shame, FOMO-pressure, sunk-cost manipulation.
- **One-size-fits-all**: 매 모든 user에 leaderboard — competitive-averse user 이탈.
- **Reward inflation**: 매 점차 큰 보상 → 매 동일 효과 위해 escalation 필요.

## 🧪 검증 / 중복
- Verified (Yu-kai Chou *Actionable Gamification*, Self-Determination Theory, Duolingo Engineering Blog 2024).
- 신뢰도 A.

## 🕓 Changelog
| 날짜 | 변경 |
|---|---|
| 2026-05-08 | Phase 1 |
| 2026-05-10 | Manual cleanup — PBL + Octalysis 8 drives + ethical guardrails 정리 |
