Gameplay Patterns

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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

From chapter 11 in the book:


A mechanism of dressing up a liability as some form of future business before divesting to a third party.[6]



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.[7]



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

Also known as a two-sided market.

From chapter 11 in the book:


A mechanism of bringing providers and consumers together and exploiting network effects and aggregated data.[8]



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