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

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      60. Has/have the customer(s) been identified?

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      61. What is the scope of Gaming as a service?

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      62. Do you have organizational privacy requirements?

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      63. What is in the scope and what is not in scope?

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      64. Will a Gaming as a service production readiness review be required?

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      65. What are the tasks and definitions?

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      66. Is the current ‘as is’ process being followed? If not, what are the discrepancies?

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      67. Is Gaming as a service required?

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      68. Has a team charter been developed and communicated?

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      69. Is the Gaming as a service scope complete and appropriately sized?

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      70. What was the context?

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      71. Do you all define Gaming as a service in the same way?

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      72. How do you manage scope?

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      73. How would you define Gaming as a service leadership?

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      74. What specifically is the problem? Where does it occur? When does it occur? What is its extent?

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      75. Is scope creep really all bad news?

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      76. Is Gaming as a service linked to key stakeholder goals and objectives?

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      77. How is the team tracking and documenting its work?

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      78. What are the Roles and Responsibilities for each team member and its leadership? Where is this documented?

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      79. Are task requirements clearly defined?

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      80. How do you manage unclear Gaming as a service requirements?

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      81. What scope to assess?

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      82. Is the work to date meeting requirements?

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      83. What is the scope of the Gaming as a service work?

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      84. What are the core elements of the Gaming as a service business case?

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      85. Has the improvement team collected the ‘voice of the customer’ (obtained feedback – qualitative and quantitative)?

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      86. Has a high-level ‘as is’ process map been completed, verified and validated?

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      87. Has your scope been defined?

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      88. What key stakeholder process output measure(s) does Gaming as a service leverage and how?

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      89. Who are the Gaming as a service improvement team members, including Management Leads and Coaches?

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      90. Who is gathering information?

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      91. What are the Gaming as a service use cases?

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      92. What Gaming as a service services do you require?

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      93. Has everyone on the team, including the team leaders, been properly trained?

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      94. How do you build the right business case?

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      95. Are accountability and ownership for Gaming as a service clearly defined?

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      96. Have all of the relationships been defined properly?

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      97. What are the compelling stakeholder reasons for embarking on Gaming as a service?

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      98. Has the direction changed at all during the course of Gaming as a service? If so, when did it change and why?

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      99. How will variation in the actual durations of each activity be dealt with to ensure that the expected Gaming as a service results are met?

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      100. What baselines are required to be defined and managed?

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      101. What are the Gaming as a service tasks and definitions?

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      102. Are roles and responsibilities formally defined?

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      103. Does the team have regular meetings?

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      104. What customer feedback methods were used to solicit their input?

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