User contributions
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- 06:00, 30 May 2019 (diff | hist) . . (+202) . . Gameplay Patterns (→Market)
- 05:54, 30 May 2019 (diff | hist) . . (+407) . . N Refactoring (Created page with "Getting rid of something that looks like an asset may anger investors, internal stakeholders, or customers, so reorganizing the work may help. Isolating the toxic bits can red...") (current)
- 05:53, 30 May 2019 (diff | hist) . . (+22) . . Gameplay Patterns (→Refactoring)
- 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)
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