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

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

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      17. Is there a completed, verified, and validated high-level ‘as is’ (not ‘should be’ or ‘could be’) stakeholder process map?

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

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      19. Is special Gaming as a service user knowledge required?

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      20. Are different versions of process maps needed to account for the different types of inputs?

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      21. Is there a completed SIPOC representation, describing the Suppliers, Inputs, Process, Outputs, and Customers?

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      22. Is the improvement team aware of the different versions of a process: what they think it is vs. what it actually is vs. what it should be vs. what it could be?

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      23. Has a Gaming as a service requirement not been met?

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      24. When is the estimated completion date?

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      25. How often are the team meetings?

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      26. How do you gather the stories?

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      27. What is out-of-scope initially?

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      28. Who approved the Gaming as a service scope?

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      29. When are meeting minutes sent out? Who is on the distribution list?

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      30. 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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      31. What sort of initial information to gather?

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      32. What intelligence can you gather?

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      33. Why are you doing Gaming as a service and what is the scope?

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      34. Are the Gaming as a service requirements testable?

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

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      36. What happens if Gaming as a service’s scope changes?

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      37. Does the scope remain the same?

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      38. Are all requirements met?

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      39. How will the Gaming as a service team and the group measure complete success of Gaming as a service?

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      40. Do you have a Gaming as a service success story or case study ready to tell and share?

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      41. Are approval levels defined for contracts and supplements to contracts?

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      42. Is Gaming as a service currently on schedule according to the plan?

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      43. Is there any additional Gaming as a service definition of success?

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      44. What constraints exist that might impact the team?

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      45. What are the rough order estimates on cost savings/opportunities that Gaming as a service brings?

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      46. Is the scope of Gaming as a service defined?

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      47. What knowledge or experience is required?

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      48. What scope do you want your strategy to cover?

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

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

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      51. What are (control) requirements for Gaming as a service Information?

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      52. Is there a Gaming as a service management charter, including stakeholder case, problem and goal statements, scope, milestones, roles and responsibilities, communication plan?

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      53. What are the requirements for audit information?

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      54. 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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      55. What are the record-keeping requirements of Gaming as a service activities?

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      56. What is the scope of the Gaming as a service effort?

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      57. Are resources adequate for the scope?

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      58. What system do you use for gathering Gaming as a service information?

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      59. If substitutes have been appointed, have they been briefed on the Gaming as a service goals and received regular communications as to the progress

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