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69. Who approved the Game as a service scope?
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70. Has anyone else (internal or external to the group) attempted to solve this problem or a similar one before? If so, what knowledge can be leveraged from these previous efforts?
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71. Has the improvement team collected the ‘voice of the customer’ (obtained feedback – qualitative and quantitative)?
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72. What are (control) requirements for Game as a service Information?
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73. When is/was the Game as a service start date?
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74. Are the Game as a service requirements testable?
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75. Is the current ‘as is’ process being followed? If not, what are the discrepancies?
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76. Has a team charter been developed and communicated?
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77. How do you build the right business case?
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78. What baselines are required to be defined and managed?
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79. How do you think the partners involved in Game as a service would have defined success?
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80. Is there a clear Game as a service case definition?
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81. How do you keep key subject matter experts in the loop?
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82. Is it clearly defined in and to your organization what you do?
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83. How do you gather the stories?
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84. What sources do you use to gather information for a Game as a service study?
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85. Are the Game as a service requirements complete?
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86. What was the context?
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87. What is the worst case scenario?
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88. What is the scope of Game as a service?
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89. What is a worst-case scenario for losses?
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90. How will variation in the actual durations of each activity be dealt with to ensure that the expected Game as a service results are met?
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91. Is the scope of Game as a service defined?
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92. What would be the goal or target for a Game as a service’s improvement team?
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93. How have you defined all Game as a service requirements first?
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94. What are the tasks and definitions?
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95. Does the scope remain the same?
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96. What is the definition of Game as a service excellence?
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97. What are the Game as a service tasks and definitions?
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98. What happens if Game as a service’s scope changes?
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99. Who is gathering Game as a service information?
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100. What intelligence can you gather?
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101. Have all of the relationships been defined properly?
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102. Do the problem and goal statements meet the SMART criteria (specific, measurable, attainable, relevant, and time-bound)?
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103. Has/have the customer(s) been identified?
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104. Is the team adequately staffed with the desired cross-functionality? If not, what additional resources are available to the team?
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105. What sort of initial information to gather?
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106. Are there any constraints known that bear on the ability to perform Game as a service work? How is the team addressing them?
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107. The political context: who holds power?
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108. How are consistent Game as a service definitions important?
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109. Are accountability and ownership for Game as a service clearly defined?
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110. Are roles and responsibilities formally defined?
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111. What specifically is the problem? Where does it occur? When does it occur? What is its extent?
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112. How do you gather Game as a service requirements?
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113. Are different versions of process maps needed to account for the different types of inputs?
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114. What are the rough order estimates on cost savings/opportunities that Game as a service brings?
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115. What is the scope of the Game as a service work?
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116. What are the Game as a service use cases?
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117. What information do you gather?
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118. Has your scope been defined?
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119. What is in scope?
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120. How would you define Game as a service leadership?
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121. If substitutes have been appointed, have they been briefed on the Game as a service goals and received regular communications as to the progress to date?
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122. How often are the team meetings?
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123. Is there a Game as a service management charter, including stakeholder case, problem and goal statements, scope, milestones, roles and responsibilities, communication plan?
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124. What customer feedback methods were used to solicit their input?
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