Gaming As A Service A Complete Guide - 2020 Edition. Gerardus Blokdyk
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10. What would it cost to replace your technology?
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11. Is the cost worth the Gaming as a service effort ?
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12. Are you taking your company in the direction of better and revenue or cheaper and cost?
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13. What is an unallowable cost?
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14. How do you measure lifecycle phases?
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15. How will you measure success?
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16. What users will be impacted?
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17. What tests verify requirements?
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18. How is performance measured?
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19. What potential environmental factors impact the Gaming as a service effort?
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20. Was a business case (cost/benefit) developed?
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21. Why do the measurements/indicators matter?
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22. Which costs should be taken into account?
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23. How do you verify if Gaming as a service is built right?
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24. What do you measure and why?
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25. What measurements are possible, practicable and meaningful?
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26. What causes innovation to fail or succeed in your organization?
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27. Are you able to realize any cost savings?
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28. What is the cost of rework?
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29. Have you included everything in your Gaming as a service cost models?
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30. Has a cost center been established?
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31. How is progress measured?
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32. Are Gaming as a service vulnerabilities categorized and prioritized?
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33. Do you effectively measure and reward individual and team performance?
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34. What could cause you to change course?
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35. How will your organization measure success?
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36. What are the uncertainties surrounding estimates of impact?
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37. Are actual costs in line with budgeted costs?
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38. What are the current costs of the Gaming as a service process?
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39. Why do you expend time and effort to implement measurement, for whom?
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40. Will Gaming as a service have an impact on current business continuity, disaster recovery processes and/or infrastructure?
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41. Who pays the cost?
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42. How sensitive must the Gaming as a service strategy be to cost?
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43. What do people want to verify?
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44. Are supply costs steady or fluctuating?
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45. Have design-to-cost goals been established?
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46. Do you have any cost Gaming as a service limitation requirements?
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47. How do you prevent mis-estimating cost?
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48. How do you measure variability?
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49. What causes extra work or rework?
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50. How is the value delivered by Gaming as a service being measured?
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51. What is the root cause(s) of the problem?
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52. Are there competing Gaming as a service priorities?
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53. Is the solution cost-effective?
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54. What are the types and number of measures to use?
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55. How can a Gaming as a service test verify your ideas or assumptions?
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56. When are costs are incurred?
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57. How do you control the overall costs of your work processes?
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