Gaming As A Service A Complete Guide - 2020 Edition. Gerardus Blokdyk
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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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58. How do you identify subcontractor relationships?
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59. What vendors make products that address the Gaming as a service needs?
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60. What Gaming as a service events should you attend?
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61. Who needs budgets?
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62. Who needs what information?
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63. Are there regulatory / compliance issues?
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64. Do you have/need 24-hour access to key personnel?
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65. As a sponsor, customer or management, how important is it to meet goals, objectives?
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66. What training and capacity building actions are needed to implement proposed reforms?
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67. What activities does the governance board need to consider?
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68. What Gaming as a service coordination do you need?
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69. When a Gaming as a service manager recognizes a problem, what options are available?
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70. What problems are you facing and how do you consider Gaming as a service will circumvent those obstacles?
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71. What are the minority interests and what amount of minority interests can be recognized?
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72. What is the smallest subset of the problem you can usefully solve?
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