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

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

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why?

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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.

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