Difference between revisions of "Gameplay Patterns"
From WardleyPedia
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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]] | ||
