User contributions
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- 05:53, 30 May 2019 (diff | hist) . . (+411) . . N Sweat and dump (Created page with "Exploiting a 3rd party to take over operating the toxic asset whilst you prepare to remove yourself. {{Book|11}} A mechanism of disposing of legacy liability onto a third pa...") (current)
- 05:52, 30 May 2019 (diff | hist) . . (-137) . . Gameplay Patterns (→Sweat and Dump)
- 05:52, 30 May 2019 (diff | hist) . . (+316) . . N Disposal of liability (Created page with "Just make a decision and get rid of it. This might mean shutting down a project, firing a team, or setting an end-of-life date for a product. ==Key Elements== ==Context==...") (current)
- 05:51, 30 May 2019 (diff | hist) . . (-79) . . Gameplay Patterns (→Dealing with Toxicity)
- 05:50, 30 May 2019 (diff | hist) . . (+136) . . Pig in a poke
- 05:49, 30 May 2019 (diff | hist) . . (+543) . . N Category:Dealing with toxicity (Created page with "Elements of your value chain can become irrelevant over time due to evolution. It is important to deal with these situations deliberately, because they can create a toxic iner...") (current)
- 05:48, 30 May 2019 (diff | hist) . . (+390) . . N Pig in a poke (Created page with "Also known as “putting lipstick on a pig”, this is the process of creating a situation where others believe the toxic asset has long term value and disposing of it through...")
- 05:47, 30 May 2019 (diff | hist) . . (+24) . . Gameplay Patterns (→Dealing with Toxicity)
- 05:45, 30 May 2019 (diff | hist) . . (+254) . . N Creating constraints (Created page with "Supply chain manipulation with a view of creating a new constraint where none existed. ==Key Elements== ==Context== ==Examples== ==Counter Plays== ==See Also== Gameplay...") (current)
- 05:45, 30 May 2019 (diff | hist) . . (+31) . . Gameplay Patterns (→Creating Constraints)
- 05:44, 30 May 2019 (diff | hist) . . (+471) . . N Intellectual property rights (Created page with "Preventing competitors from developing a space including ring fencing a competitor. {{Book|11}} Intellectual property rights (IPR) can be used to slow evolution by limiting...") (current)
- 05:43, 30 May 2019 (diff | hist) . . (-179) . . Gameplay Patterns (→Intellectual Property Rights (IPR))
- 05:42, 30 May 2019 (diff | hist) . . (+78) . . N Category:De-accelerators (Created page with "These enable you to slow down the process of evolution. Category:Gameplay") (current)
- 05:41, 30 May 2019 (diff | hist) . . (+16) . . Exploiting constraints (current)
- 05:41, 30 May 2019 (diff | hist) . . (+413) . . N Exploiting constraints (Created page with "Finding a constraint and reinforcing it through supply or demand manipulation. {{Book|11}} An existing constraint can be exploited to fragment a single player by increasing...")
- 05:40, 30 May 2019 (diff | hist) . . (-149) . . Gameplay Patterns (→Exploiting Constraints)
- 05:39, 30 May 2019 (diff | hist) . . (+202) . . N Cooperation (Created page with "Working with others. Sounds easy, actually it's not. ==Key Elements== ==Context== ==Examples== ==Counter Plays== ==See Also== Gameplay Patterns [[Category:Gameplay]...") (current)
- 05:39, 30 May 2019 (diff | hist) . . (+240) . . N Exploiting network effects (Created page with "Techniques which increases the marginal value of something with increased number of users. ==Key Elements== ==Context== ==Examples== ==Counter Plays== ==See Also== Game...") (current)
- 05:38, 30 May 2019 (diff | hist) . . (-1) . . m Open approaches (current)
- 05:37, 30 May 2019 (diff | hist) . . (+218) . . Open approaches
- 05:37, 30 May 2019 (diff | hist) . . (-201) . . Gameplay Patterns (→Open Approaches)
- 05:36, 30 May 2019 (diff | hist) . . (+305) . . N Open approaches (Created page with "Encouraging competition through open source, open data, open APIs, open processes by removing barriers to adoption and encouraging a focus for competition. ==Key Elements==...")
- 05:36, 30 May 2019 (diff | hist) . . (+183) . . N Industrial Policy (Created page with "Government investment in a field. ==Key Elements== ==Context== ==Examples== ==Counter Plays== ==See Also== Gameplay Patterns Category:Gameplay Category:Accele...") (current)
- 05:34, 30 May 2019 (diff | hist) . . (+79) . . N Category:Accelerators (Created page with "These enable you to accelerate the process of evolution. Category:Gameplay") (current)
- 05:33, 30 May 2019 (diff | hist) . . (+205) . . N Market enablement (Created page with "Encouraging the development of competition in a market. ==Key Elements== ==Context== ==Examples== ==Counter Plays== ==See Also== Gameplay Patterns Category:Gamepl...") (current)
- 05:30, 30 May 2019 (diff | hist) . . (+141) . . Gameplay Patterns (→Accelerators)
- 05:25, 30 May 2019 (diff | hist) . . (+276) . . N Lobbying (Created page with "Persuading Government of a favourable position. ==Key Elements== ==Context== ==Examples== ==Counter Plays== ==See Also== Gameplay Patterns https://community.wardleym...") (current)
- 05:25, 30 May 2019 (diff | hist) . . (+19) . . Gameplay Patterns (→Lobbying / Counterplay)
- 05:23, 30 May 2019 (diff | hist) . . (+350) . . N Creating artificial needs (Created page with "Creating and elevating an artificial need through marketing and behavioural influence. Take a rock and make it a pet etc. ==Key Elements== ==Context== ==Examples== ==Count...") (current)
- 05:22, 30 May 2019 (diff | hist) . . (+36) . . Gameplay Patterns (→Creating Artificial Needs)
- 20:25, 29 May 2019 (diff | hist) . . (0) . . Template:Five factors (current)
- 20:24, 29 May 2019 (diff | hist) . . (0) . . Template:Five factors
- 20:24, 29 May 2019 (diff | hist) . . (+44) . . Template:Five factors
- 20:18, 29 May 2019 (diff | hist) . . (-3) . . Template:Five factors
- 20:18, 29 May 2019 (diff | hist) . . (+18) . . Category:Reference Guide (current)
- 20:11, 29 May 2019 (diff | hist) . . (+56) . . Template:Five factors
- 20:09, 29 May 2019 (diff | hist) . . (+735) . . N Template:Five factors (Created page with "{| class="wikitable" style="text-align: center;" | '''Category''' || Purpose Category || Landscape Category || :Category:Climat...")
- 19:33, 29 May 2019 (diff | hist) . . (+434) . . N Artificial competition (Created page with "Create another business that seems to compete with you to present an illusion of choice. This can also be used to push other competitors down the list of alternatives, and mak...")
- 19:32, 29 May 2019 (diff | hist) . . (+33) . . Gameplay Patterns (→Artificial Competition)
- 19:29, 29 May 2019 (diff | hist) . . (+77) . . Confusion of Choice (→See Also)
- 19:29, 29 May 2019 (diff | hist) . . (+77) . . Bundling (→See Also) (current)
- 19:28, 29 May 2019 (diff | hist) . . (+77) . . Branding and marketing (→See Also)
- 19:27, 29 May 2019 (diff | hist) . . (+287) . . N Branding and marketing (Created page with "This is traditional marketing. Target a message to a specific segment of customers persuading them that your product is right for them. ==Key Elements== ==Context== ==Examp...")
- 19:26, 29 May 2019 (diff | hist) . . (-44) . . Gameplay Patterns (→Brand and Marketing)
- 19:23, 29 May 2019 (diff | hist) . . (+224) . . N Bundling (Created page with "Hiding a disadvantageous change by bundling the change with other needs. ==Key Elements== ==Context== ==Examples== ==Counter Plays== ==See Also== Gameplay Patterns [...")
- 19:22, 29 May 2019 (diff | hist) . . (+19) . . Gameplay Patterns (→Bundling)
- 19:15, 29 May 2019 (diff | hist) . . (+761) . . N Education (Created page with "Overcoming user inertia to a change through education. There are 16 different forms of inertia and many can be overcome directly with education. Don't und...")
- 19:12, 29 May 2019 (diff | hist) . . (-397) . . Gameplay Patterns (→Education)
- 18:33, 29 May 2019 (diff | hist) . . (+20) . . Confusion of Choice
- 18:33, 29 May 2019 (diff | hist) . . (+1,977) . . N Fear uncertainty and doubt (Created page with "Creating fear, uncertainty and doubt over a change in order to slow it down. {{Book|11}} Often used to slow evolution by exploiting inertia to change within customers and fo...") (current)
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