Gerardus Blokdyk

Gaming As A Service A Complete Guide - 2020 Edition


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      58. How do you identify subcontractor relationships?

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      59. What vendors make products that address the Gaming as a service needs?

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      60. What Gaming as a service events should you attend?

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      61. Who needs budgets?

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      62. Who needs what information?

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      63. Are there regulatory / compliance issues?

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      64. Do you have/need 24-hour access to key personnel?

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      65. As a sponsor, customer or management, how important is it to meet goals, objectives?

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      66. What training and capacity building actions are needed to implement proposed reforms?

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      67. What activities does the governance board need to consider?

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      68. What Gaming as a service coordination do you need?

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      69. When a Gaming as a service manager recognizes a problem, what options are available?

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      70. What problems are you facing and how do you consider Gaming as a service will circumvent those obstacles?

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      71. What are the minority interests and what amount of minority interests can be recognized?

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      72. What is the smallest subset of the problem you can usefully solve?

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      73. Are losses recognized in a timely manner?

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      74. How do you recognize an Gaming as a service objection?

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      75. What needs to be done?

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      76. Is the quality assurance team identified?

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      77. Is the need for organizational change recognized?

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      78. What information do users need?

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      79. What do you need to start doing?

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      80. What are the clients issues and concerns?

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      81. Are you dealing with any of the same issues today as yesterday? What can you do about this?

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      82. What resources or support might you need?

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      83. Why the need?

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      84. Does the problem have ethical dimensions?

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      85. How can auditing be a preventative security measure?

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      86. Can management personnel recognize the monetary benefit of Gaming as a service?

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      87. To what extent would your organization benefit from being recognized as a award recipient?

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      88. What are the expected benefits of Gaming as a service to the stakeholder?

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      89. How are you going to measure success?

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      90. Consider your own Gaming as a service project, what types of organizational problems do you think might be causing or affecting your problem, based on the work done so far?

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      91. What are your needs in relation to Gaming as a service skills, labor, equipment, and markets?

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      92. What prevents you from making the changes you know will make you a more effective Gaming as a service leader?

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      93. Are employees recognized or rewarded for performance that demonstrates the highest levels of integrity?

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      94. What is the problem and/or vulnerability?

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      95. Are employees recognized for desired behaviors?

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      Add up total points for this section: _____ = Total points for this section

      Divided by: ______ (number of statements answered) = ______ Average score for this section

      Transfer your score to the Gaming as a service Index at the beginning of the Self-Assessment.

      CRITERION #2: DEFINE:

      INTENT: Formulate the stakeholder problem. Define the problem, needs and objectives.

      In my belief, the answer to this question is clearly defined:

      5 Strongly Agree

      4 Agree

      3 Neutral

      2 Disagree

      1 Strongly Disagree

      1. What is the definition of success?

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      2. What is the worst case scenario?

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      3. Are there different segments of customers?

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      4. How does the Gaming as a service manager ensure against scope creep?

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      5. Is the team adequately staffed with the desired cross-functionality? If not, what additional resources are available to the team?

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      6. Scope of sensitive information?

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      7. Has the Gaming as a service work been fairly and/or equitably divided and delegated among team members who are qualified and capable to perform the work? Has everyone contributed?

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      8. When is/was the Gaming as a service start date?

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      9. What defines best in class?

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      10. Is there a clear Gaming as a service case definition?

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      11. Are customer(s) identified and segmented according to their different needs and requirements?

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      12. How would you define the culture at your organization, how susceptible is it to Gaming as a service changes?

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      13. What information should you gather?

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