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Analysis AniPang
 in Gamification
        061781 정중필
CONTENTS


1.       Point System
        Experience Points
        Redeemable Points
        Skill Points
        Karma Points
2.       Levels
3.       Leaderboards
4.       Conclusion
Point System
   Experience Points   •   Play한 게임에서 획득한 총 점수
                        •   사용자의 Level에 따른 추가 점수
                        •   즉, 총점 = 획득 점수 + Level 보너스



                        •   Play한 게임에서 획득한 경험치
                        •   Level과 획득 점수에 따라
                            얻을 수 있는 경험치가 다르다.


                        •   자신이 획득한 최고 점수.




                        • 총 획득 점수에 영향을 주는 요소.
                           • Level
                           • Combo
                           • Bomb
Point System
   Redeemable Points - Virtual Economy

• 애니 팡에서 환금성 점수는 토파즈.
• 두 가지 방법으로 토파즈 획득 가능.
     • Level up을 통한 획득.
     • 실제 현금으로 구매.


         •   토파즈는 Game play에 필요한 하트를
             구입하는데 사용.
Point System
   Skill Points               Combo   폭탄 점수
                                 1       5,250
                                 2       6,850
     • 높은 점수를 얻기 위한 기술           3       7,650
                                 4       8,450
                                 5       9,250
                                 6      10,050
                                 7      10,850
     Combo!        +             8
                                 9
                                 10
                                        11,650
                                        12,450
                                        13,250
                                 11     14,450
                                 12     15,650
                                 13     16,850
     • 연속 Combo에 이어 폭탄을 터뜨리면     14     18,850
       더 많은 점수를 획득할 수 있음.        15     20,850
                                 16     22,850
                                 17     25,650
                                 18     28,450
                                 19     31,250
Point System
   Karma Points

• 하트를 친구에게 주거나
 받을 수 있음.
• 친구에게 그냥 주기도 하지만
 내가 받기 위해 주기도 함.
• 애니 팡을 하지 않는 친구를
 초대하고 하트 획득 가능.


    이타적 행동과 보상 유도
Levels

• Level에 따른 난이도의 변화가 없음.
• 필요 경험치가 기하 급수적으로 늘어남.
  But, 성취감은 X.
• Level up 보상 : 토파즈 1개,
                 Level Bonus %.


    큰 의미 없음, Just Number
Leaderboards
• 애니 팡을 하는 모든 유저가 대상이 아님.
 ->유저의 의욕을 꺾지 않는 순위표.
• 친구들의 점수 순위표.
 -> 경쟁 심리 자극.
• 자랑하기를 통한 상대방 자극 & 공개적 점수
 -> 자존심 경쟁.
• 매주 수요일 순위표의 초기화.
 -> 도전 의식 자극.


 강력한 플레이 동기 부여.
CONCLUSION
   순위표를 통해 플레이 동기를 강력하게 부여 함으로
    써 많은 사람들을 빠져들게 함.

   이타적 행동(하트 보내기, 친구 초대하기)을 함으로써
    평소 연락하지 않던 친구들과 간접적으로 소통하게
    함 -> 사용자에게 접속 동기를 부여.
THANK
YOU !

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중간고사 대체과제 2

  • 1. Analysis AniPang in Gamification 061781 정중필
  • 2. CONTENTS 1. Point System  Experience Points  Redeemable Points  Skill Points  Karma Points 2. Levels 3. Leaderboards 4. Conclusion
  • 3. Point System  Experience Points • Play한 게임에서 획득한 총 점수 • 사용자의 Level에 따른 추가 점수 • 즉, 총점 = 획득 점수 + Level 보너스 • Play한 게임에서 획득한 경험치 • Level과 획득 점수에 따라 얻을 수 있는 경험치가 다르다. • 자신이 획득한 최고 점수. • 총 획득 점수에 영향을 주는 요소. • Level • Combo • Bomb
  • 4. Point System  Redeemable Points - Virtual Economy • 애니 팡에서 환금성 점수는 토파즈. • 두 가지 방법으로 토파즈 획득 가능. • Level up을 통한 획득. • 실제 현금으로 구매. • 토파즈는 Game play에 필요한 하트를 구입하는데 사용.
  • 5. Point System  Skill Points Combo 폭탄 점수 1 5,250 2 6,850 • 높은 점수를 얻기 위한 기술 3 7,650 4 8,450 5 9,250 6 10,050 7 10,850 Combo! + 8 9 10 11,650 12,450 13,250 11 14,450 12 15,650 13 16,850 • 연속 Combo에 이어 폭탄을 터뜨리면 14 18,850 더 많은 점수를 획득할 수 있음. 15 20,850 16 22,850 17 25,650 18 28,450 19 31,250
  • 6. Point System  Karma Points • 하트를 친구에게 주거나 받을 수 있음. • 친구에게 그냥 주기도 하지만 내가 받기 위해 주기도 함. • 애니 팡을 하지 않는 친구를 초대하고 하트 획득 가능. 이타적 행동과 보상 유도
  • 7. Levels • Level에 따른 난이도의 변화가 없음. • 필요 경험치가 기하 급수적으로 늘어남. But, 성취감은 X. • Level up 보상 : 토파즈 1개, Level Bonus %. 큰 의미 없음, Just Number
  • 8. Leaderboards • 애니 팡을 하는 모든 유저가 대상이 아님. ->유저의 의욕을 꺾지 않는 순위표. • 친구들의 점수 순위표. -> 경쟁 심리 자극. • 자랑하기를 통한 상대방 자극 & 공개적 점수 -> 자존심 경쟁. • 매주 수요일 순위표의 초기화. -> 도전 의식 자극. 강력한 플레이 동기 부여.
  • 9. CONCLUSION  순위표를 통해 플레이 동기를 강력하게 부여 함으로 써 많은 사람들을 빠져들게 함.  이타적 행동(하트 보내기, 친구 초대하기)을 함으로써 평소 연락하지 않던 친구들과 간접적으로 소통하게 함 -> 사용자에게 접속 동기를 부여.