Games As Service A Complete Guide - 2020 Edition. Gerardus Blokdyk
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63. Is Games as service required?
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64. What intelligence can you gather?
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65. What is a worst-case scenario for losses?
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66. What critical content must be communicated – who, what, when, where, and how?
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67. 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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68. Are resources adequate for the scope?
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69. How do you think the partners involved in Games as service would have defined success?
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70. What was the context?
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71. Are approval levels defined for contracts and supplements to contracts?
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72. How have you defined all Games as service requirements first?
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73. Have the customer needs been translated into specific, measurable requirements? How?
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74. What Games as service services do you require?
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75. Is the team adequately staffed with the desired cross-functionality? If not, what additional resources are available to the team?
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76. Does the team have regular meetings?
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77. What are the Games as service tasks and definitions?
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78. How do you catch Games as service definition inconsistencies?
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79. 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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80. Is Games as service currently on schedule according to the plan?
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81. What is the scope of the Games as service work?
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82. How do you build the right business case?
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83. How and when will the baselines be defined?
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84. What gets examined?
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85. How do you manage unclear Games as service requirements?
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86. Has a high-level ‘as is’ process map been completed, verified and validated?
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87. Do you all define Games as service in the same way?
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88. Has the improvement team collected the ‘voice of the customer’ (obtained feedback – qualitative and quantitative)?
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89. What scope do you want your strategy to cover?
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90. How are consistent Games as service definitions important?
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91. Has a Games as service requirement not been met?
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92. Why are you doing Games as service and what is the scope?
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93. How can the value of Games as service be defined?
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94. What information should you gather?
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95. Are there any constraints known that bear on the ability to perform Games as service work? How is the team addressing them?
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96. How is the team tracking and documenting its work?
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97. What are (control) requirements for Games as service Information?
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98. What sources do you use to gather information for a Games as service study?
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99. Is Games as service linked to key stakeholder goals and objectives?
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100. What customer feedback methods were used to solicit their input?
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101. Is the work to date meeting requirements?
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102. What are the requirements for audit information?
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103. Have all basic functions of Games as service been defined?
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104. What are the Games as service use cases?
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105. What baselines are required to be defined and managed?
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106. How would you define the culture at your organization, how susceptible is it to Games as service changes?
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107.