Difference between revisions of "Gameplay Patterns"
From WardleyPedia
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[[File:Wardley Gameplay Patterns.png | 600px|right]] | [[File:Wardley Gameplay Patterns.png | 600px|right]] | ||
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+ | Gameplay are actions you can take to influence the market. Some people might call these “strategic moves” or “stratagems”. | ||
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+ | {{Book|11}} | ||
+ | ...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.{{Book cite 11}} | ||
==User Perception== | ==User Perception== | ||
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===Fear, Uncertainty, and Doubt=== | ===Fear, Uncertainty, and Doubt=== | ||
+ | {{Book|11}} | ||
+ | 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.{{Book cite 11}} | ||
===Creating Artificial Needs=== | ===Creating Artificial Needs=== | ||
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===Open Approaches=== | ===Open Approaches=== | ||
+ | {{Book|11}} | ||
+ | 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.{{Book cite 11}} | ||
===Exploiting Network Effects=== | ===Exploiting Network Effects=== | ||
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===Exploiting Constraints=== | ===Exploiting Constraints=== | ||
− | ===IPR=== | + | ===Intellectual Property Rights (IPR)=== |
+ | {{Book|11}} | ||
+ | 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.{{Book cite 11}} | ||
===Creating Constraints=== | ===Creating Constraints=== |
Revision as of 17:11, 4 November 2017
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
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.[4]