Gerardus Blokdyk

Games As Service A Complete Guide - 2020 Edition


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      55. What are the costs and benefits?

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      56. Which measures and indicators matter?

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      57. What are the costs of reform?

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      58. How are measurements made?

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      59. What are allowable costs?

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      60. How do you verify performance?

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      61. Has a cost center been established?

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      62. What tests verify requirements?

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      63. Do you have any cost Games as service limitation requirements?

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      64. Which Games as service impacts are significant?

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      65. How are you verifying it?

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      66. How much does it cost?

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      67. Are actual costs in line with budgeted costs?

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      68. How will you measure success?

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      69. How will costs be allocated?

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      70. When should you bother with diagrams?

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      71. What causes innovation to fail or succeed in your organization?

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      72. What is the total cost related to deploying Games as service, including any consulting or professional services?

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      73. Where is it measured?

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      74. What are the types and number of measures to use?

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      75. How can you measure Games as service in a systematic way?

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      76. Why do the measurements/indicators matter?

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      77. What measurements are being captured?

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      78. What do you measure and why?

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      79. How do you verify your resources?

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      80. How can you reduce the costs of obtaining inputs?

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      81. When are costs are incurred?

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      82. What are the uncertainties surrounding estimates of impact?

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      83. What is the cause of any Games as service gaps?

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      84. Where can you go to verify the info?

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      85. What are the current costs of the Games as service process?

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      86. Was a business case (cost/benefit) developed?

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      87. Who is involved in verifying compliance?

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      88. What happens if cost savings do not materialize?

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      89. Does a Games as service quantification method exist?

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      90. What causes extra work or rework?

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      91. What is the total fixed cost?

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      92. What could cause delays in the schedule?

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      93. What are hidden Games as service quality costs?

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      94. Do you have an issue in getting priority?

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      95. What would be a real cause for concern?

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      96. How do you measure success?

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      97. What is the cost of rework?

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      98. Why do you expend time and effort to implement measurement, for whom?

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      99. What does verifying compliance entail?

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      100. Who pays the cost?

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      101. What is measured? Why?

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      102. Why a Games as service focus?

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      103. What measurements are possible, practicable and meaningful?

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      104. What does a Test Case verify?

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      105. What is the root cause(s) of the problem?

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      106. How do your measurements capture actionable Games as service information for use in exceeding your customers expectations and securing your customers engagement?

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      107. Where is the cost?

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      108. What drives O&M cost?

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      109. Are you taking your company in the direction of better and revenue or cheaper and cost?

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      110. Are there measurements based on task performance?

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      111. How will effects be measured?

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      112. How long to keep data and how to manage retention costs?

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      113. How are costs allocated?

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      114. Does management have the right priorities among projects?

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      115. What does losing customers cost your organization?

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      116. Which costs should be taken into account?

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      117. How do you quantify and qualify impacts?

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      118. How do you verify if Games as service is built right?

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