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

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Game As A Service A Complete Guide - 2020 Edition - Gerardus Blokdyk

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      59. What are the boundaries of the scope? What is in bounds and what is not? What is the start point? What is the stop point?

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      60. Has a project plan, Gantt chart, or similar been developed/completed?

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      61. What are the requirements for audit information?

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      62. How do you gather requirements?

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      63. Will team members regularly document their Game as a service work?

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      64. How do you catch Game as a service definition inconsistencies?

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      65. What are the compelling stakeholder reasons for embarking on Game as a service?

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      66. What is the definition of success?

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      67. Has a Game as a service requirement not been met?

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      68. What information should you gather?

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      69. Who approved the Game as a service scope?

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      70. Has anyone else (internal or external to the group) attempted to solve this problem or a similar one before? If so, what knowledge can be leveraged from these previous efforts?

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      71. Has the improvement team collected the ‘voice of the customer’ (obtained feedback – qualitative and quantitative)?

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      72. What are (control) requirements for Game as a service Information?

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      73. When is/was the Game as a service start date?

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      74. Are the Game as a service requirements testable?

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      75. Is the current ‘as is’ process being followed? If not, what are the discrepancies?

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      76. Has a team charter been developed and communicated?

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      77. How do you build the right business case?

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      78. What baselines are required to be defined and managed?

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      79. How do you think the partners involved in Game as a service would have defined success?

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      80. Is there a clear Game as a service case definition?

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      81. How do you keep key subject matter experts in the loop?

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      82. Is it clearly defined in and to your organization what you do?

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      83. How do you gather the stories?

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      84. What sources do you use to gather information for a Game as a service study?

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      85. Are the Game as a service requirements complete?

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      86. What was the context?

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      87. What is the worst case scenario?

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      88. What is the scope of Game as a service?

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      89. What is a worst-case scenario for losses?

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      90. How will variation in the actual durations of each activity be dealt with to ensure that the expected Game as a service results are met?

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      91. Is the scope of Game as a service defined?

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      92. What would be the goal or target for a Game as a service’s improvement team?

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      93. How have you defined all Game as a service requirements first?

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      94. What are the tasks and definitions?

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      95. Does the scope remain the same?

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      96. What is the definition of Game as a service excellence?

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      97. What are the Game as a service tasks and definitions?

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      98. What happens if Game as a service’s scope changes?

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      99. Who is gathering Game as a service information?

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      100. What intelligence can you gather?

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      101. Have all of the relationships been defined properly?

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      102. Do the problem and goal statements meet the SMART criteria (specific, measurable, attainable, relevant, and time-bound)?

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      103. Has/have the customer(s) been identified?

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