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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      2. Why is this needed?

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      3. Whom do you really need or want to serve?

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      4. How does it fit into your organizational needs and tasks?

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      5. What Gaming as a service capabilities do you need?

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      6. Who defines the rules in relation to any given issue?

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      7. Which needs are not included or involved?

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      8. Do you know what you need to know about Gaming as a service?

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      9. What is the recognized need?

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      10. Are there recognized Gaming as a service problems?

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      11. How do you assess your Gaming as a service workforce capability and capacity needs, including skills, competencies, and staffing levels?

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      12. Have you identified your Gaming as a service key performance indicators?

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      13. Where do you need to exercise leadership?

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      14. What extra resources will you need?

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      15. What are the timeframes required to resolve each of the issues/problems?

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      16. Are problem definition and motivation clearly presented?

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      17. Are your goals realistic? Do you need to redefine your problem? Perhaps the problem has changed or maybe you have reached your goal and need to set a new one?

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      18. Will a response program recognize when a crisis occurs and provide some level of response?

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      19. How many trainings, in total, are needed?

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      20. Will Gaming as a service deliverables need to be tested and, if so, by whom?

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      21. Who should resolve the Gaming as a service issues?

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      22. What do employees need in the short term?

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      23. What is the Gaming as a service problem definition? What do you need to resolve?

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      24. To what extent does each concerned units management team recognize Gaming as a service as an effective investment?

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      25. What does Gaming as a service success mean to the stakeholders?

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      26. What is the problem or issue?

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      27. Looking at each person individually – does every one have the qualities which are needed to work in this group?

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      28. Are there any specific expectations or concerns about the Gaming as a service team, Gaming as a service itself?

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      29. Are controls defined to recognize and contain problems?

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      30. What would happen if Gaming as a service weren’t done?

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      31. How do you take a forward-looking perspective in identifying Gaming as a service research related to market response and models?

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      32. For your Gaming as a service project, identify and describe the business environment, is there more than one layer to the business environment?

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      33. What are the stakeholder objectives to be achieved with Gaming as a service?

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      34. Will it solve real problems?

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      35. What tools and technologies are needed for a custom Gaming as a service project?

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      36. What else needs to be measured?

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      37. Think about the people you identified for your Gaming as a service project and the project responsibilities you would assign to them, what kind of training do you think they would need to perform these responsibilities effectively?

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      38. Where is training needed?

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      39. Who are your key stakeholders who need to sign off?

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      40. How are the Gaming as a service’s objectives aligned to the group’s overall stakeholder strategy?

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      41. What situation(s) led to this Gaming as a service Self Assessment?

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      42. What Gaming as a service problem should be solved?

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      43. Do you need different information or graphics?

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      44. Do you need to avoid or amend any Gaming as a service activities?

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      45. How are training requirements identified?

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      46. What creative shifts do you need to take?

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      47. Are there Gaming as a service problems defined?

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      48. Is it needed?

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      49. How much are sponsors, customers, partners, stakeholders involved in Gaming as a service? In other words, what are the risks, if Gaming as a service does not deliver successfully?

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      50. Would you recognize a threat from the inside?

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      51. Which issues are too important to ignore?

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      52. Is it clear when you think of the day ahead of you what activities and tasks you need to complete?

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      53. What needs to stay?

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      54. Who else hopes to benefit from it?

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      55. How do you recognize an objection?

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      56. Did you miss any major Gaming as a service issues?

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      57. Are there any revenue recognition issues?

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