Difference between revisions of "Gameplay Patterns"

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[[File:Wardley Gameplay Patterns.png | 800px]]
 
[[File:Wardley Gameplay Patterns.png | 800px]]
  
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==User Perception==
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===Education===
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===Bundling===
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===Brand and Marketing===
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===Fear, Uncertainty, and Doubt===
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===Creating Artificial Needs===
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===Artificial Competition===
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===Confusion of Choice===
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===Lobbying / Counterplay===
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==Accelerators==
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===Market Enablement===
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===Industrial Policy===
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===Open Approaches===
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===Exploiting Network Effects===
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===Cooperation===
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==De-Accelerators==
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===Exploiting Constraints===
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===IPR===
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===Creating Constraints===
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==Dealing with Toxicity==
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===Pig in a Poke===
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===Disposal of Liability===
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===Sweat and Dump===
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===Refactoring===
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==Market==
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===Differentiation===
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===Standards Game===
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===Pricing Policy===
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===Buyer / Supplier Power===
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===Last Man Standing===
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===Signal Distortion===
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===Harvesting===
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===Trading===
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==Defensive==
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===Threat Acquisition===
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===Limitation of Competition===
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===Raising Barriers to Entry===
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===Managing Inertia===
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===Procrastination===
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===Defensive Regulation===
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==Attacking==
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===Directed Investment===
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===Fool’s Mate===
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===Experimentation===
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===Press Release Process===
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===Center of Gravity===
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===Playing Both Sides===
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===Undermining Barriers to Entry===
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==Ecosystem==
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===Alliances===
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===Two Factor Markets===
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===Co-creation===
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===Sensing Engines (ILC)===
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===Co-opting and Intercession===
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===Embrace and Extend===
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===Tower and Moat===
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===Channel Conflict and Disintermediation===
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==Competitor==
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===Ambush===
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===Misdirection===
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===Fragmentation Play===
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===Restriction of Movement===
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===Reinforcing Competitor Inertia===
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===Talent Raid===
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===Sapping===
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==Positional==
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===Land Grab===
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===First Mover===
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===Fast Follower===
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===Weak Signal / Horizon===
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==Poison==
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===License Play===
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===Insertion===
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===Designed to Fail===
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==References==
 
[[Example internal link]]
 
[[Example internal link]]
  
 
[[Category:Gameplay]]
 
[[Category:Gameplay]]

Revision as of 16:54, 4 November 2017

Wardley Gameplay Patterns.png

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