Game As A Service A Complete Guide - 2020 Edition. Gerardus Blokdyk
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60. Are there regulatory / compliance issues?
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61. Did you miss any major Game as a service issues?
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62. To what extent does each concerned units management team recognize Game as a service as an effective investment?
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63. How many trainings, in total, are needed?
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64. What are the minority interests and what amount of minority interests can be recognized?
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65. What problems are you facing and how do you consider Game as a service will circumvent those obstacles?
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66. Who needs what information?
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67. Are losses recognized in a timely manner?
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68. What is the Game as a service problem definition? What do you need to resolve?
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69. Which issues are too important to ignore?
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70. Do you need to avoid or amend any Game as a service activities?
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71. What creative shifts do you need to take?
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72. Consider your own Game 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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73. To what extent would your organization benefit from being recognized as a award recipient?
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74. What are the timeframes required to resolve each of the issues/problems?
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75. Are employees recognized or rewarded for performance that demonstrates the highest levels of integrity?
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76. What are the stakeholder objectives to be achieved with Game as a service?
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77. Have you identified your Game as a service key performance indicators?
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78. How do you take a forward-looking perspective in identifying Game as a service research related to market response and models?
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79. Are there Game as a service problems defined?
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80. What needs to be done?
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81. Are there any specific expectations or concerns about the Game as a service team, Game as a service itself?
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82. What would happen if Game as a service weren’t done?
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83. What prevents you from making the changes you know will make you a more effective Game as a service leader?
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84. What are the clients issues and concerns?
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85. What do you need to start doing?
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86. Can management personnel recognize the monetary benefit of Game as a service?
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87. Who needs budgets?
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88. Where do you need to exercise leadership?
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89. Does the problem have ethical dimensions?
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90. How are the Game as a service’s objectives aligned to the group’s overall stakeholder strategy?
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91. What are the Game as a service resources needed?
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92. Whom do you really need or want to serve?
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93. Who needs to know?
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94. What else needs to be measured?
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95. What is the extent or complexity of the Game as a service problem?
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96. Do you have/need 24-hour access to key personnel?
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97. Does Game as a service create potential expectations in other areas that need to be recognized and considered?
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98. Do you know what you need to know about Game as a service?
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99. What resources or support might you need?
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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 Game 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. Why are you doing Game as a service and what is the scope?
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2. How is the team tracking and documenting its work?
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3. What is in the scope and what is not in scope?
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4. How do you hand over Game as a service context?
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5. Is the Game as a service scope complete and appropriately sized?
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6. Has the Game 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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7. Where can you gather more information?
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8. What are the dynamics of the communication plan?
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9. Is Game as a service linked to key stakeholder goals and objectives?
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10. Are there different segments of customers?
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11. Are resources adequate