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id: wiki-2026-0508-gamification-theory
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title: Gamification Theory
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category: 10_Wiki/Topics
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status: verified
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canonical_id: self
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aliases: [Gamification, Game Design Psychology]
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duplicate_of: none
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source_trust_level: A
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confidence_score: 0.9
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verification_status: applied
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tags: [gamification, psychology, motivation, game-design]
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raw_sources: []
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last_reinforced: 2026-05-10
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github_commit: pending
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tech_stack:
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language: typescript
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framework: react
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---
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# Gamification Theory
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## 매 한 줄
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> **"매 game-design element 의 매 non-game context 의 application"**. 매 2002 Pelling coinage → 매 2010 Deterding-Dixon framework → 매 2024 Duolingo / Strava / Habitica 의 매 대중화. 매 Self-Determination Theory (SDT) 의 매 autonomy / competence / relatedness 의 매 psychological backbone.
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## 매 핵심
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### 매 PBL Triad
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- **Points**: 매 score 의 매 progress signal.
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- **Badges**: 매 achievement 의 매 status marker.
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- **Leaderboards**: 매 social comparison 의 매 motivation engine.
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### 매 SDT 매 lens
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- **Autonomy**: 매 user 의 choice — 매 forced quest = anti-pattern.
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- **Competence**: 매 graduated challenge — 매 flow channel 의 maintenance.
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- **Relatedness**: 매 social bond — 매 guild / team / friend system.
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### 매 응용
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1. Duolingo (streak + XP + league).
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2. Strava (segments + KOM/QOM).
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3. Stack Overflow (rep + badges).
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4. Habitica (RPG-task manager).
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## 💻 패턴
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### XP + level curve
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```typescript
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function xpForLevel(level: number): number {
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// RuneScape-style 의 매 exponential ramp.
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return Math.floor(0.25 * (level ** 3) - 0.25 * level + 100);
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}
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function levelFromTotalXp(totalXp: number): number {
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let lvl = 1, sum = 0;
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while (sum + xpForLevel(lvl) <= totalXp) {
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sum += xpForLevel(lvl);
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lvl++;
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}
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return lvl;
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}
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```
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### Streak system (Duolingo-style)
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```typescript
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interface StreakState {
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currentStreak: number;
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longestStreak: number;
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lastActiveDate: string; // YYYY-MM-DD
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freezeTokens: number; // 매 1-day shield
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}
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function updateStreak(s: StreakState, today: string): StreakState {
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const last = new Date(s.lastActiveDate);
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const now = new Date(today);
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const days = Math.floor((+now - +last) / 86400_000);
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if (days === 0) return s;
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if (days === 1) {
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const cur = s.currentStreak + 1;
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return { ...s, currentStreak: cur, longestStreak: Math.max(cur, s.longestStreak), lastActiveDate: today };
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}
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if (days === 2 && s.freezeTokens > 0) {
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return { ...s, freezeTokens: s.freezeTokens - 1, lastActiveDate: today };
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}
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return { ...s, currentStreak: 1, lastActiveDate: today };
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}
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```
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### Badge system (declarative)
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```typescript
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type Predicate = (state: UserState) => boolean;
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interface Badge { id: string; name: string; predicate: Predicate; }
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const BADGES: Badge[] = [
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{ id: 'streak_30', name: '30-day Streak', predicate: s => s.currentStreak >= 30 },
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{ id: 'first_quest', name: 'First Quest', predicate: s => s.questsDone >= 1 },
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{ id: 'social_butterfly', name: 'Social Butterfly', predicate: s => s.friends >= 10 },
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];
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function evaluateBadges(state: UserState, owned: Set<string>): Badge[] {
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return BADGES.filter(b => !owned.has(b.id) && b.predicate(state));
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}
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```
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### Leaderboard with relegation (Duolingo league)
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```typescript
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const TIERS = ['Bronze','Silver','Gold','Sapphire','Ruby','Emerald','Amethyst','Pearl','Obsidian','Diamond'] as const;
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function weeklyRelegation(group: { userId: string; xp: number; tier: number }[]) {
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group.sort((a, b) => b.xp - a.xp);
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return group.map((u, i) => {
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if (i < 7) return { ...u, tier: Math.min(u.tier + 1, TIERS.length - 1) };
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if (i >= group.length - 5) return { ...u, tier: Math.max(u.tier - 1, 0) };
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return u;
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});
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}
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```
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### Variable-ratio reinforcement (loot)
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```typescript
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function rollReward(): Reward {
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const r = Math.random();
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if (r < 0.001) return { kind: 'epic', xp: 500 };
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if (r < 0.05) return { kind: 'rare', xp: 100 };
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if (r < 0.30) return { kind: 'uncommon', xp: 25 };
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return { kind: 'common', xp: 5 };
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}
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```
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## 매 결정 기준
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| 상황 | Approach |
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|---|---|
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| Habit-forming app | Streak + light social leaderboard |
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| Educational | XP + levels + adaptive difficulty |
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| Enterprise / corporate | 매 careful — 매 extrinsic-overjustification risk |
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| Health / fitness | Goal-setting + progress visualization |
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**기본값**: SDT-aligned 의 autonomy-first design — 매 PBL 의 매 surface 의 X.
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## 🔗 Graph
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- 부모: [[Self-Determination Theory]]
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- Adjacent: [[Magic-Circle]] · [[Player-Experience-Modeling]] · [[보상의 역효과 (Overjustification Effect)]]
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## 🤖 LLM 활용
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**언제**: motivation system design, streak/badge schemas, league mechanics.
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**언제 X**: 매 deep clinical behavioral therapy (전문가 영역).
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## ❌ 안티패턴
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- **Pointsification**: 매 PBL 만 의 surface bolt-on — 매 intrinsic motivation 의 매 erosion.
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- **Forced competition**: 매 mandatory leaderboard 의 매 stress / 매 churn.
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- **Streak anxiety**: 매 punishing-loss design — 매 freeze-token 의 매 mitigation.
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## 🧪 검증 / 중복
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- Verified (Deterding et al. 2011, Ryan & Deci SDT, Duolingo Engineering blog 2023).
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- 신뢰도 A.
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## 🕓 Changelog
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| 날짜 | 변경 |
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|---|---|
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| 2026-05-08 | Phase 1 |
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| 2026-05-10 | Manual cleanup — XP/streak/badge/league working code |
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