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1 von 9
3 
모두의 마블
2 
01 
점수 
• Gamification 시스템에서 절대적으로 중요한 필수 요소 
• 디자이너는 모든 행동을 추적하고 가치를 부여해야 함 
• 점수를 통해 플레이어의 활동을 알수 있음 
• 화폐기능 없음 
• 점수는 플레이어를 평가하고 안내하는 수단으로 쓰임
3 
02 
레벨 
• 레벨은 플레이어가 성장한 정도를 나타냄 
• 쉬운 레벨에서 시작해 점점 어려워지는 방식 
• 프로그레스 바는 플레이어에게 남은 일을 백분율로 
보여줌
4 
03 
순위표 
• 순위표는 단순한 비교를 목적으로 함 
• 소셜 시대를 맞아 플레이어의 의욕을 높여줌 
• 기본적으로 가운데 위치함 
• 상위권은 객관적인 지표를 보여줌 
• 지역, 소셜, 그룹등 다양한 순위표 제공
5 
04 
배지 
• 수집은 강력한 동기유발 요소 
• 미학적인 이유만으로도 배지를 원함 
• 목표의 달성 여부나 발전 정도를 보여줌 
• 시각적으로 예쁜 배지를 제공해야 함
6 
05 
온보딩 
• 플레이어의 첫 1분을 책임지는 순서 
• 지나치게 많은 정보는 삼가함 
• 처음엔 무조건 승리 
• 플레이어의 경험을 유도
7 
06 
소셜 몰입 루프 
• 바이럴 루프 디자인에서 많은 것을 차용 
• 플레이어의 이동에 집중 
• 감성적 자극-플레이어 재몰입- 소셜 행동 요구- 성장 
과보상 순서로 진행
8 
07 
텅빈 주점 문제 
• 다수의 플레이어가 필요한 상황에 사용 
• Gamification은 텅빈 주점 문제를 해결하는 최선의 방법 
• 새로운 시장에 진입 시 사용
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디지털특강

  • 2. 2 01 점수 • Gamification 시스템에서 절대적으로 중요한 필수 요소 • 디자이너는 모든 행동을 추적하고 가치를 부여해야 함 • 점수를 통해 플레이어의 활동을 알수 있음 • 화폐기능 없음 • 점수는 플레이어를 평가하고 안내하는 수단으로 쓰임
  • 3. 3 02 레벨 • 레벨은 플레이어가 성장한 정도를 나타냄 • 쉬운 레벨에서 시작해 점점 어려워지는 방식 • 프로그레스 바는 플레이어에게 남은 일을 백분율로 보여줌
  • 4. 4 03 순위표 • 순위표는 단순한 비교를 목적으로 함 • 소셜 시대를 맞아 플레이어의 의욕을 높여줌 • 기본적으로 가운데 위치함 • 상위권은 객관적인 지표를 보여줌 • 지역, 소셜, 그룹등 다양한 순위표 제공
  • 5. 5 04 배지 • 수집은 강력한 동기유발 요소 • 미학적인 이유만으로도 배지를 원함 • 목표의 달성 여부나 발전 정도를 보여줌 • 시각적으로 예쁜 배지를 제공해야 함
  • 6. 6 05 온보딩 • 플레이어의 첫 1분을 책임지는 순서 • 지나치게 많은 정보는 삼가함 • 처음엔 무조건 승리 • 플레이어의 경험을 유도
  • 7. 7 06 소셜 몰입 루프 • 바이럴 루프 디자인에서 많은 것을 차용 • 플레이어의 이동에 집중 • 감성적 자극-플레이어 재몰입- 소셜 행동 요구- 성장 과보상 순서로 진행
  • 8. 8 07 텅빈 주점 문제 • 다수의 플레이어가 필요한 상황에 사용 • Gamification은 텅빈 주점 문제를 해결하는 최선의 방법 • 새로운 시장에 진입 시 사용