Gameplay Patterns
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Contents
1
User Perception
1.1
Education
1.2
Bundling
1.3
Brand and Marketing
1.4
Fear, Uncertainty, and Doubt
1.5
Creating Artificial Needs
1.6
Artificial Competition
1.7
Confusion of Choice
1.8
Lobbying / Counterplay
2
Accelerators
2.1
Market Enablement
2.2
Industrial Policy
2.3
Open Approaches
2.4
Exploiting Network Effects
2.5
Cooperation
3
De-Accelerators
3.1
Exploiting Constraints
3.2
IPR
3.3
Creating Constraints
4
Dealing with Toxicity
4.1
Pig in a Poke
4.2
Disposal of Liability
4.3
Sweat and Dump
4.4
Refactoring
5
Market
5.1
Differentiation
5.2
Standards Game
5.3
Pricing Policy
5.4
Buyer / Supplier Power
5.5
Last Man Standing
5.6
Signal Distortion
5.7
Harvesting
5.8
Trading
6
Defensive
6.1
Threat Acquisition
6.2
Limitation of Competition
6.3
Raising Barriers to Entry
6.4
Managing Inertia
6.5
Procrastination
6.6
Defensive Regulation
7
Attacking
7.1
Directed Investment
7.2
Fool’s Mate
7.3
Experimentation
7.4
Press Release Process
7.5
Center of Gravity
7.6
Playing Both Sides
7.7
Undermining Barriers to Entry
8
Ecosystem
8.1
Alliances
8.2
Two Factor Markets
8.3
Co-creation
8.4
Sensing Engines (ILC)
8.5
Co-opting and Intercession
8.6
Embrace and Extend
8.7
Tower and Moat
8.8
Channel Conflict and Disintermediation
9
Competitor
9.1
Ambush
9.2
Misdirection
9.3
Fragmentation Play
9.4
Restriction of Movement
9.5
Reinforcing Competitor Inertia
9.6
Talent Raid
9.7
Sapping
10
Positional
10.1
Land Grab
10.2
First Mover
10.3
Fast Follower
10.4
Weak Signal / Horizon
11
Poison
11.1
License Play
11.2
Insertion
11.3
Designed to Fail
12
References
User Perception
Education
Bundling
Brand and Marketing
Fear, Uncertainty, and Doubt
Creating Artificial Needs
Artificial Competition
Confusion of Choice
Lobbying / Counterplay
Accelerators
Market Enablement
Industrial Policy
Open Approaches
Exploiting Network Effects
Cooperation
De-Accelerators
Exploiting Constraints
IPR
Creating Constraints
Dealing with Toxicity
Pig in a Poke
Disposal of Liability
Sweat and Dump
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
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