Difference between revisions of "Gameplay Patterns"
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[[File:Wardley Gameplay Patterns.png | 800px]]  | [[File:Wardley Gameplay Patterns.png | 800px]]  | ||
| + | ==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]]  | [[Example internal link]]  | ||
[[Category:Gameplay]]  | [[Category:Gameplay]]  | ||
