Difference between revisions of "Gameplay Patterns"

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==Dealing with Toxicity==
 
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Elements of your value chain will be irrelevant with evolution over time, there's numerous ways of dealing with this especially as the inertia created can become toxic.
  
 
===Pig in a Poke===
 
===Pig in a Poke===

Revision as of 04:25, 14 November 2017

Wardley Gameplay Patterns.png

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]



From the blog:

I need to emphasise Sun Tzu's five factors in competition - purpose, climate, landscape, leadership and doctrine - however unfortunately most ignore climate & landscape (a bit like trying to use Boyd's OODA loop but ignoring the observe & orientate bit). The problem with this is that whilst the game plays can help you manipulate the landscape, if you can't see the environment then they can be downright dangerous. It's always a good idea to look where you're shooting before you fire the rifle.[2]

Contents

User Perception

These forms are about influencing the end user view of the world.

Education

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 underestimate this.

Bundling

Hiding a disadvantageous change by bundling the change with other needs.

Brand and Marketing

Fear, Uncertainty, and Doubt

Creating fear, uncertainty and doubt over a change in order to slow it down.

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.[3]



Creating Artificial Needs

Creating and elevating an artificial need through marketing and behavioural influence. Take a rock and make it a pet etc.

Artificial Competition

Creating two competing bodies to become the focus of competition and in effect driving oxygen out of a market.

Confusion of Choice

Preventing users from making rational decisions by overwhelming them with choice.

Lobbying / Counterplay

Persuading Government of a favourable position.

Accelerators

These enable you to accelerate the process of evolution.

Market Enablement

Encouraging the development of competition in a market

Industrial Policy

Government investment in a field.

Open Approaches

Encouraging competition through open source, open data, open APIs, open processes by removing barriers to adoption and encouraging a focus for competition.

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.[4]



Exploiting Network Effects

Techniques which increases the marginal value of something with increased number of users.

Cooperation

Working with others. Sounds easy, actually it's not.

De-Accelerators

These enable you to slow down the process of evolution

Exploiting Constraints

Finding a constraint and reinforcing it through supply or demand manipulation.

From chapter 11 in the book:


An existing constraint can be exploited to fragment a single player by increasing demand beyond their ability to supply (e.g. by creating a price war).[5]



Intellectual Property Rights (IPR)

Preventing competitors from developing a space including ring fencing a competitor.

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.[6]



Creating Constraints

Supply chain manipulation with a view of creating a new constraint where none existed.

Dealing with Toxicity

Elements of your value chain will be irrelevant with evolution over time, there's numerous ways of dealing with this especially as the inertia created can become toxic.

Pig in a Poke

Creating a situation where others believe the toxic asset has long term value and disposing of it through sale before the toxicity reveals itself.

From chapter 11 in the book:


A mechanism of dressing up a liability as some form of future business before divesting to a third party.[7]



Disposal of Liability

Overcoming the internal inertia to disposal. Your own organisation is likely to fight you even when you're trying to get rid of the toxic.

Sweat and Dump

Exploiting a 3rd party to take over operating the toxic asset whilst you prepare to remove yourself.

From chapter 11 in the book:


A mechanism of disposing of legacy liability onto a third party by exploiting their own inertia to change.[8]



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

Also known as a two-sided market.

From chapter 11 in the book:


A mechanism of bringing providers and consumers together and exploiting network effects and aggregated data.[9]



Co-creation

Sensing Engines (ILC)

Also known as Innovate - Leverage - Commoditize

From chapter 11 in the book:


A mechanism of being the first mover to industrialise a component, allowing others (the ecosystem) to build new industries upon it and then using consumption data to determine future candidates for industrialisation.[10]



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

General forms of playing with the future market

Land Grab

Identifying and position a company to capture a future market space.

First Mover

Exploiting first mover advantage especially with industrialisation to component services.

Fast Follower

Exploiting fast follower advantage into uncharted spaces.

Weak Signal / Horizon

Use of common economic patterns to identify where and when to attack.

Poison

General forms of preventing others playing with the future market. If you can't capture then poison it.

License Play

Use of licensing to prevent future competitor moves.

Insertion

Either through talent or misdirection, encouraging false moves in a competitor.

Designed to Fail

Removing potential future threats by poisoning a market space before anyone attempts to establish it.

References

Example internal link