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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Gaming as a service scope manageable?

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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.