# Tiering
**Domain:** Game architecture
**Doc Type:** Canonical Concept
**Maturity:** Developed
**Collection:** [[collections/Gamification|Gamification Collection]]
## Definition
**Tiering** is the division of participants into levels with different information, permissions, tasks, risks, or rewards. A visible public tier may consume clues while an operator tier receives private channels; a spectator tier may generate attention while a planner tier changes the state of the system.
## Why it matters
Tiering prevents “the player” from being treated as one homogeneous role. In [[wiki/Alternate Reality Game|ARGs]], security competitions, platforms, and political campaigns, the same prompt can recruit, test, entertain, or classify different people. Access thresholds and promotion rules can turn play into a funnel for [[wiki/Gamified Elicitation and Selection|elicitation and selection]].
## Boundary
Unequal knowledge does not by itself prove conspiracy. Tiering may be designed, emergent, administrative, or simply the product of expertise and timing.
## Sources
- [[articles/gamification/The Governing Principles of Gamification|The Governing Principles of Gamification]]
## Routes
[[wiki/Playable Systems Literacy|Playable Systems Literacy]] · [[wiki/Costly Signaling|Costly Signaling]] · [[wiki/Partially Observable Stochastic Game|Partially Observable Stochastic Game]]