Название | Gaming As A Service A Complete Guide - 2020 Edition |
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Автор произведения | Gerardus Blokdyk |
Жанр | Зарубежная деловая литература |
Серия | |
Издательство | Зарубежная деловая литература |
Год выпуска | 0 |
isbn | 9781867458937 |
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127. What is out of scope?
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128. What Gaming as a service requirements should be gathered?
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129. Is there regularly 100% attendance at the team meetings? If not, have appointed substitutes attended to preserve cross-functionality and full representation?
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130. What would be the goal or target for a Gaming as a service’s improvement team?
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131. What sources do you use to gather information for a Gaming as a service study?
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132. Where can you gather more information?
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133. What are the dynamics of the communication plan?
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134. Is data collected and displayed to better understand customer(s) critical needs and requirements.
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Add up total points for this section: _____ = Total points for this section
Divided by: ______ (number of statements answered) = ______ Average score for this section
Transfer your score to the Gaming as a service Index at the beginning of the Self-Assessment.
CRITERION #3: MEASURE:
INTENT: Gather the correct data. Measure the current performance and evolution of the situation.
In my belief, the answer to this question is clearly defined:
5 Strongly Agree
4 Agree
3 Neutral
2 Disagree
1 Strongly Disagree
1. What is the cause of any Gaming as a service gaps?
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2. Do you have a flow diagram of what happens?
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3. What does a Test Case verify?
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4. What are your key Gaming as a service organizational performance measures, including key short and longer-term financial measures?
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5. What is the total fixed cost?
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6. How will you measure your Gaming as a service effectiveness?
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7. Is it possible to estimate the impact of unanticipated complexity such as wrong or failed assumptions, feedback, etcetera on proposed reforms?
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8. How much does it cost?
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9. Who should receive measurement reports?
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10. What would it cost to replace your technology?
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11. Is the cost worth the Gaming as a service effort ?
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12. Are you taking your company in the direction of better and revenue or cheaper and cost?
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13. What is an unallowable cost?
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14. How do you measure lifecycle phases?
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15. How will you measure success?
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16. What users will be impacted?
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17. What tests verify requirements?
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18. How is performance measured?
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19. What potential environmental factors impact the Gaming as a service effort?
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20. Was a business case (cost/benefit) developed?
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21. Why do the measurements/indicators matter?
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22. Which costs should be taken into account?
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23. How do you verify if Gaming as a service is built right?
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24. What do you measure and why?
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25. What measurements are possible, practicable and meaningful?
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26. What causes innovation to fail or succeed in your organization?
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27. Are you able to realize any cost savings?
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28. What is the cost of rework?
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29. Have you included everything in your Gaming as a service cost models?
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30. Has a cost center been established?
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31. How is progress measured?
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32. Are Gaming as a service vulnerabilities categorized and prioritized?
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33. Do you effectively measure and reward individual and team performance?
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34. What could cause you to change course?
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35. How will your organization measure success?
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36. What are the uncertainties surrounding estimates of impact?
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37. Are actual costs in line with budgeted costs?
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38. What are the current costs of the Gaming as a service process?
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39. Why do you expend time and effort to implement measurement, for whom?
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40. Will Gaming as a service have an impact on current business continuity, disaster recovery processes and/or infrastructure?
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41. Who pays the cost?
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42. How sensitive must the Gaming as a service strategy be to cost?
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43. What do people want to verify?
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44. Are supply costs steady or fluctuating?
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45. Have design-to-cost goals been established?
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46.