Gameplay Patterns
From WardleyPedia
Gameplay are actions you can take to influence the market. Some people might call these “strategic moves” or “stratagems”.
From chapter 11 in the book:
...there exists many approaches that you can deployed in order to influence the map. These approaches depend upon the map and the position of pieces within it i.e. they are not universal and you have to learn when and where to use them.[1]
Contents
User Perception
Education
Bundling
Brand and Marketing
Fear, Uncertainty, and Doubt
From chapter 11 in the book:
Often used to slow evolution by exploiting inertia to change within customers and forcing new entrants to divert energy away from the components and into countering the accusations.[2]
Creating Artificial Needs
Artificial Competition
Confusion of Choice
Lobbying / Counterplay
Accelerators
Market Enablement
Industrial Policy
Open Approaches
From chapter 11 in the book:
Whether source or data or practice, the act of making something open reduces barriers to adoption, encourage collaboration and accelerates the evolution of the component.[3]
Exploiting Network Effects
Cooperation
De-Accelerators
Exploiting Constraints
From chapter 11 in the book:
An existing constraint can be exploited to fragment a single player by increasing demand beyond their ability to supply (e.g. by creating a price war).[4]
Intellectual Property Rights (IPR)
From chapter 11 in the book:
Intellectual property rights (IPR) can be used to slow evolution by limiting competition even to the point of ring fencing a component making it difficult for others to evolve it further.[5]
Creating Constraints
Dealing with Toxicity
Pig in a Poke
Disposal of Liability
Sweat and Dump
From chapter 11 in the book:
A mechanism of disposing of legacy liability onto a third party by exploiting their own inertia to change.[6]
Refactoring
Market
Differentiation
Standards Game
Pricing Policy
Buyer / Supplier Power
Last Man Standing
Signal Distortion
Harvesting
Trading
Defensive
Threat Acquisition
Limitation of Competition
Raising Barriers to Entry
Managing Inertia
Procrastination
Defensive Regulation
Attacking
Directed Investment
Fool’s Mate
Experimentation
Press Release Process
Center of Gravity
Playing Both Sides
Undermining Barriers to Entry
Ecosystem
Alliances
Two Factor Markets
Co-creation
Sensing Engines (ILC)
Co-opting and Intercession
Embrace and Extend
Tower and Moat
Channel Conflict and Disintermediation
Competitor
Ambush
Misdirection
Fragmentation Play
Restriction of Movement
Reinforcing Competitor Inertia
Talent Raid
Sapping
Positional
Land Grab
First Mover
Fast Follower
Weak Signal / Horizon
Poison
License Play
Insertion
Designed to Fail
References
Example internal link- ↑ http://blog.gardeviance.org/2017/01/a-smorgasbord-of-usefulness.html
- ↑ http://blog.gardeviance.org/2017/01/a-smorgasbord-of-usefulness.html
- ↑ http://blog.gardeviance.org/2017/01/a-smorgasbord-of-usefulness.html
- ↑ http://blog.gardeviance.org/2017/01/a-smorgasbord-of-usefulness.html
- ↑ http://blog.gardeviance.org/2017/01/a-smorgasbord-of-usefulness.html
- ↑ http://blog.gardeviance.org/2017/01/a-smorgasbord-of-usefulness.html