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5.2 KiB
id, title, category, status, canonical_id, aliases, duplicate_of, source_trust_level, confidence_score, verification_status, tags, raw_sources, last_reinforced, github_commit, tech_stack
| id | title | category | status | canonical_id | aliases | duplicate_of | source_trust_level | confidence_score | verification_status | tags | raw_sources | last_reinforced | github_commit | tech_stack | ||||||||||
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| wiki-2026-0508-gamification-theory | Gamification Theory | 10_Wiki/Topics | verified | self |
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none | A | 0.9 | applied |
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2026-05-10 | pending |
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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
- Duolingo (streak + XP + league).
- Strava (segments + KOM/QOM).
- Stack Overflow (rep + badges).
- Habitica (RPG-task manager).
💻 패턴
XP + level curve
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)
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)
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)
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)
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 |