Gaming As A Service A Complete Guide - 2020 Edition. Gerardus Blokdyk

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Название Gaming As A Service A Complete Guide - 2020 Edition
Автор произведения Gerardus Blokdyk
Жанр Зарубежная деловая литература
Серия
Издательство Зарубежная деловая литература
Год выпуска 0
isbn 9781867458937



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the Gaming As A Service Scorecard on the second next page of the Self-Assessment.

      Your completed Gaming As A Service Scorecard will give you a clear presentation of which Gaming As A Service areas need attention.

      Gaming As A Service

      Scorecard Example

      Example of how the finalized Scorecard can look like:

      Gaming As A Service

      Scorecard

      Your Scores:

      BEGINNING OF THE

      SELF-ASSESSMENT:

      Table of Contents

      About The Art of Service7

      Included Resources - how to access7

      Purpose of this Self-Assessment9

      How to use the Self-Assessment10

      Gaming As A Service

      Scorecard Example12

      Gaming As A Service

      Scorecard13

      BEGINNING OF THE

      SELF-ASSESSMENT:14

      CRITERION #1: RECOGNIZE15

      CRITERION #2: DEFINE:27

      CRITERION #3: MEASURE:43

      CRITERION #4: ANALYZE:58

      CRITERION #5: IMPROVE:74

      CRITERION #6: CONTROL:90

      CRITERION #7: SUSTAIN:102

      Gaming As A Service and Managing Projects, Criteria for Project Managers:127

      1.0 Initiating Process Group: Gaming As A Service128

      1.1 Project Charter: Gaming As A Service130

      1.2 Stakeholder Register: Gaming As A Service132

      1.3 Stakeholder Analysis Matrix: Gaming As A Service133

      2.0 Planning Process Group: Gaming As A Service135

      2.1 Project Management Plan: Gaming As A Service137

      2.2 Scope Management Plan: Gaming As A Service139

      2.3 Requirements Management Plan: Gaming As A Service141

      2.4 Requirements Documentation: Gaming As A Service143

      2.5 Requirements Traceability Matrix: Gaming As A Service145

      2.6 Project Scope Statement: Gaming As A Service147

      2.7 Assumption and Constraint Log: Gaming As A Service149

      2.8 Work Breakdown Structure: Gaming As A Service151

      2.9 WBS Dictionary: Gaming As A Service153

      2.10 Schedule Management Plan: Gaming As A Service156

      2.11 Activity List: Gaming As A Service158

      2.12 Activity Attributes: Gaming As A Service160

      2.13 Milestone List: Gaming As A Service162

      2.14 Network Diagram: Gaming As A Service164

      2.15 Activity Resource Requirements: Gaming As A Service166

      2.16 Resource Breakdown Structure: Gaming As A Service168

      2.17 Activity Duration Estimates: Gaming As A Service170

      2.18 Duration Estimating Worksheet: Gaming As A Service173

      2.19 Project Schedule: Gaming As A Service175

      2.20 Cost Management Plan: Gaming As A Service177

      2.21 Activity Cost Estimates: Gaming As A Service179

      2.22 Cost Estimating Worksheet: Gaming As A Service181

      2.23 Cost Baseline: Gaming As A Service183

      2.24 Quality Management Plan: Gaming As A Service185

      2.25 Quality Metrics: Gaming As A Service187

      2.26 Process Improvement Plan: Gaming As A Service189

      2.27 Responsibility Assignment Matrix: Gaming As A Service191

      2.28 Roles and Responsibilities: Gaming As A Service193

      2.29 Human Resource Management Plan: Gaming As A Service195

      2.30 Communications Management Plan: Gaming As A Service197

      2.31 Risk Management Plan: Gaming As A Service199

      2.32 Risk Register: Gaming As A Service201

      2.33 Probability and Impact Assessment: Gaming As A Service203

      2.34 Probability and Impact Matrix: Gaming As A Service205

      2.35 Risk Data Sheet: Gaming As A Service207

      2.36 Procurement Management Plan: Gaming As A Service209

      2.37 Source Selection Criteria: Gaming As A Service211

      2.38 Stakeholder Management Plan: Gaming As A Service213

      2.39 Change Management Plan: Gaming As A Service215

      3.0 Executing Process Group: Gaming As A Service217

      3.1 Team Member Status Report: Gaming As A Service219

      3.2 Change Request: Gaming As A Service221

      3.3 Change Log: Gaming As A Service223

      3.4 Decision Log: Gaming As A Service225

      3.5 Quality Audit: Gaming As A Service227

      3.6 Team Directory: Gaming As A Service229

      3.7 Team Operating Agreement: Gaming As A Service231

      3.8 Team Performance Assessment: Gaming As A Service233

      3.9 Team Member Performance Assessment: Gaming As A Service235

      3.10 Issue Log: Gaming As A Service237

      4.0 Monitoring and Controlling Process Group: Gaming As A Service239

      4.1 Project Performance Report: Gaming As A Service241

      4.2 Variance Analysis: Gaming As A Service243

      4.3 Earned Value Status: Gaming As A Service245

      4.4 Risk Audit: Gaming As A Service247

      4.5 Contractor Status Report: Gaming As A Service249

      4.6 Formal Acceptance: Gaming As A Service251

      5.0 Closing Process Group: Gaming As A Service253

      5.1 Procurement Audit: Gaming As A Service255

      5.2 Contract Close-Out: Gaming As A Service257

      5.3 Project or Phase Close-Out: Gaming As A Service259

      5.4 Lessons Learned: Gaming As A Service261

      Index263

      CRITERION #1: RECOGNIZE

      INTENT: Be aware of the need for change. Recognize that there is an unfavorable variation, problem or symptom.

      In my belief, the answer to this question is clearly defined:

      5 Strongly Agree

      4 Agree

      3 Neutral

      2 Disagree

      1 Strongly Disagree

      1. Will new equipment/products be required to facilitate Gaming as a service delivery, for example is new software needed?

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