Gameplay Patterns

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Contents

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