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Gameplay PatternsWardley Mapping Body of Knowledge

Discover 64 context-specific strategic actions organised across 12 categories from accelerators to user perception.

Accelerators

Open approaches

Whether source, data or practice, making something open reduces barriers to adoption, encourages collaboration and accelerates evolution.

Co-operation

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

Exploiting network effects

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

Industrial policy

Government investment in a field.

Market enablement

Encouraging the development of competition in a market.

Attacking

Centre of gravity

Creating a focus of talent to encourage a market focus on your organisation.

Directed investment

VC approach to a specific or identified future change.

Experimentation

Use of specialist groups, hackdays and other mechanisms of experimentation.

Fool's mate

Using a constraint to force industrialisation of a higher order system.

Playing both sides

In any war, there are those that will benefit from the fighting and destruction that it causes.

Press release process

Writing the press release before development starts. The completed offering is judged against the press release, forcing industrialisation of pre-existing acts.

Undermining barriers to entry

Identifying a barrier to entry into a market and reducing it to encourage competition.

Competitor

Ambush

Attacking with surprise, e.g. dropping proprietary features into an open source offering whenever a competitor reaches near feature parity.

Circling and probing

Testing out and understanding needs within a competitor's space by launching experimental offerings.

Fragmentation play

Exploiting pricing effects, constraints and co-opting to fragment a competitor's market.

Misdirection

Sending false signals to competitors or future competitors including investment focused on the wrong direction.

Reinforcing competitor inertia

Identifying inertia within a competitor and forcing market changes that reinforce this.

Restriction of movement

Limiting a competitor's ability to adapt.

Sapping

Opening up multiple fronts on a competitor to weaken their ability to react.

Talent raid

Removing core talent from a competitor either directly or indirectly.

De-accelerators

Exploiting constraint

Finding a constraint and reinforcing it through supply or demand manipulation to fragment a single player.

IPR

Intellectual property rights can be used to slow evolution by limiting competition, even ring fencing a component.

Creating constraints

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

Dealing with Toxicity

Pig in a poke

Dressing up a liability as some form of future business before divesting to a third party.

Sweat and dump

Disposing of legacy liability onto a third party by exploiting their own inertia to change.

Disposal of liability

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

Refactoring

Spending money on development to make a component more efficient.

Defensive

Defensive regulation

Using government to create protection for your market and slow down competitors.

Limitation of competition

Through regulatory or other means including erecting barriers to prevent or limit competitors.

Managing inertia

Identifying the forms of inertia you will face and how to counter them before charging into battle.

Procrastination

Doing nothing and allowing competition to drive a system to a more evolved form.

Raising barriers to entry

Increasing expectations within a market for a range of user needs to be met in order to prevent others entering.

Threat acquisition

Buying up companies that may threaten your market.

Ecosystem

Sensing Engines (ILC)

Being the first mover to industrialise a component, allowing others to build new industries upon it, then using consumption data to determine future candidates for industrialisation.

Two factor markets

Bringing providers and consumers together and exploiting network effects and aggregated data.

Alliances

Working with other companies to drive evolution of a specific activity, practice or data set.

Channel conflicts & disintermediation

Exploiting new channels and conflict within existing channels to create favourable terms.

Co-creation

Working with end users to drive evolution of a specific activity, practice or data set.

Co-opting and intercession

Copying a competitor's move and undermining any ecosystem advantage by interrupting data flows.

Embrace and extend

Capturing an existing ecosystem.

Tower and moat

Dominating a future position and preventing future competitors from creating any differential.

Markets

Buyer / supplier power

Creating a position of strength for yourself.

Differentiation

Creating a visible difference through user needs.

Harvesting

Allowing others to develop upon your offerings and harvesting those that are successful.

Last man standing

When the price is dropping, it's all about last man standing. Economies of scale really tell here.

Pricing policy

Exploiting supply and demand effects including price elasticity, Jevons paradox and constraints including fragmentation plays.

Signal distortion

Exploiting commonly used signals in the market by manipulation of analysts to create a perception of change.

Standards game

Driving a market to a standard to create a cost of transition for others or remove the ability to differentiate.

Trading

Trading of a component between market participants.

Poison

Designed to fail

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

Insertion

Through talent or misdirection, encouraging false moves in a competitor.

Licensing play

Use of licensing to prevent future competitor moves.

Positional

Fast follower

Exploiting fast follower advantage into uncharted spaces.

First mover

Exploiting first mover advantage especially with industrialisation to component services.

Land grab

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

Weak signal / horizon

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

User Perception

Fear, uncertainty and doubt

Often used to slow evolution by exploiting inertia to change within customers and forcing new entrants to divert energy into countering accusations.

Artificial competition

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

Brand and marketing

Manipulating the perception of a component by association of social status or appealing to indirect needs.

Bundling

Hiding a disadvantageous change by bundling it with other needs.

Confusion of choice

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

Creating artificial needs

Creating and elevating an artificial need through marketing and behavioural influence.

Education

Overcoming user inertia to a change through education. Many of the 16 forms of inertia can be overcome directly with education.

Lobbying / counterplay

Persuading government of a favourable position.

64 of 64 patterns shown

Explore More of the Body of Knowledge

Gameplay patterns are context-specific actions. Explore evolution characteristics, climatic patterns, and universal doctrine principles.