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Jeehoi Ku

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I am Jeehoi Ku, an experience designer with a cumulative total of 230,000 participants.
Key Roles: Gamification Content Creator | Content Editor

Education

February 2024 - Present: Currently enrolled in the Professional MBA program at KAIST Business School
March 2004 - February 2011: Graduated from the School of Business Administration, Sungkyunkwan University

Writing

Published in the 2009 Integrated Academic Conference Proceedings of the Korean Academy of Management (August 2009)

Education

Gamification by University of Pennsylvania on Coursera

Completed Gamification Course (December 15, 2016)

Machine Learning by Stanford University on Coursera

Completed machine learning course (December 14, 2017)

Business Model Innovation Association (BMIA)

Certificate Consultant Training (2018.02.06)

Personal history

Unique Good Company Co., Ltd. (2019.08 - 2026.02)

Creative Team Director
Planning and operation of experience content for B2B/G/C targets
Director of the Play Research Institute
Research in the fields of gamification and the experience industry
Branded content planning and operation
Writing a press release

The Play Company Co., Ltd. (Oct. 2014 - Aug. 2019)

Senior Consultant (Planning and development of HRD content utilizing gamification, training operations)
Planning and operation of HRD content for numerous large corporations including Samsung, SK, and Lotte (communication, team building, design thinking, etc.)
Benefit Co., Ltd. (December 2012 - October 2014)
Proceeding with planning work related to social innovation
Planning the 'Benefit Toolkit' to generate social innovation business ideas

Running a personal blog

Blog Ranking: Maintains a ranking within the top 1% of Naver blogs based on Black Kiwi (as of January 2026)
Optimization Index: Optimal 5, the highest level based on the ReadView index (as of January 2026)
Major articles related to gamification
Other creative content
Short Story Study 'The Mansion Murder Case'

Representative Project (B2C)

Seongdo Academy (September 2020)

An interactive book in the form of an ARG (Augmented Reality Game) utilizing a diary (main product), mobile app, and webpage
Responsible for planning all areas of the game, including story, quests, and websites.
Achieved 2,127% of the first funding goal and 904% of the second funding goal on the crowdfunding platform Wadiz.
Nominee for the Functional Game category of the Game of the Month (Second Half of 2021)

The Scout (2022.01 - 2022.03)

Online puzzle survival consisting of 10 stages
Quest / Operations Planning Manager
Cumulative participants recorded approximately 32,000

Series (March 2021 - May 2023)

Mobile app-based mystery and investigation series
Story / Mechanic Planning Manager
Release of the 5th installment and a cumulative player count of approximately 73,000.

Real World Offline Store Content (August 2022 - May 2023)

Content for Real World's offline spaces located in Seongsu, Cheongju, and Gwangju
A type of open-style escape room format utilizing an app and a kit
Story / Quest / Kit Design Planning Manager
Cumulative player count recorded at approximately 24,000

Representative Project (B2B/G)

Development of Branded Content for Cheorwon History and Culture Park (June 2025 - November 2025)
Planning of 'Cheorwon Patriotic Corps,' an offline mission content in the form of faction designed to experience Cheorwon History and Culture Park located in Cheorwon-gun, Gangwon-do.
Responsible for all aspects of content planning, including concept conceptualization and designing participant flow tailored to on-site conditions.
Despite being paid content, over 5,000 people participated during the one-month event, achieving a content satisfaction score of 4.9 out of 5.