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

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      105. What information do you gather?

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      106. How can the value of Gaming as a service be defined?

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      107. How do you gather requirements?

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      108. Are the Gaming as a service requirements complete?

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      109. How are consistent Gaming as a service definitions important?

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      110. The political context: who holds power?

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      111. Is there a critical path to deliver Gaming as a service results?

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      112. Have all basic functions of Gaming as a service been defined?

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      113. What gets examined?

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      114. How did the Gaming as a service manager receive input to the development of a Gaming as a service improvement plan and the estimated completion dates/times of each activity?

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      115. Are there any constraints known that bear on the ability to perform Gaming as a service work? How is the team addressing them?

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

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      117. How do you manage changes in Gaming as a service requirements?

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      118. What is the definition of Gaming as a service excellence?

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      119. How do you gather Gaming as a service requirements?

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      120. Who defines (or who defined) the rules and roles?

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      121. Have specific policy objectives been defined?

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      122. Have the customer needs been translated into specific, measurable requirements? How?

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      123. What is the context?

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

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      125. Are audit criteria, scope, frequency and methods defined?

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      126. Is the 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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