refactor(topics): 멀티 에이전트용 지식 재편 — _Common(공통 기본기) + Domain_* 구조

에이전트 8종(대화형/프로그래머 C·S/디자이너/설계자/기획자/QA/PD/PM)에게
[공통 기본 능력 + 롤별 Specialty] 2층으로 지식을 주입하기 위한 재분류.
문서 내용·포맷은 무수정, 폴더 이동만 (6,372개 문서 수 보존 확인).

- Topic_Programming → Domain_Programming (내부 구조 보존)
- Topic_Graphic → Domain_Design
- Topic_Business → Domain_Product
- Topic_General → Domain_General
- _Common 신설: Math(구 Topic_Math_Specialty), Reasoning(구 General/From_Thinking & Reasoning),
  Reasoning_Creativity(구 General/From_창의성), Communication(Poetic_Blog_Writing + From_writing)
- 타 도메인의 From_* 폴더는 유지 (출처 표기일 뿐, 이미 도메인에 맞게 분류된 문서)
- 빈 폴더 정리 (memory/procedures)
- 에이전트→폴더 매핑은 workspace의 .astra/agent-knowledge-map.json (9개 에이전트)

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