Gaming As A Service A Complete Guide - 2020 Edition. Gerardus Blokdyk
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2. Why is this needed?
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3. Whom do you really need or want to serve?
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4. How does it fit into your organizational needs and tasks?
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5. What Gaming as a service capabilities do you need?
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6. Who defines the rules in relation to any given issue?
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7. Which needs are not included or involved?
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8. Do you know what you need to know about Gaming as a service?
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9. What is the recognized need?
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10. Are there recognized Gaming as a service problems?
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11. How do you assess your Gaming as a service workforce capability and capacity needs, including skills, competencies, and staffing levels?
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12. Have you identified your Gaming as a service key performance indicators?
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13. Where do you need to exercise leadership?
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14. What extra resources will you need?
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15. What are the timeframes required to resolve each of the issues/problems?
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16. Are problem definition and motivation clearly presented?
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17. Are your goals realistic? Do you need to redefine your problem? Perhaps the problem has changed or maybe you have reached your goal and need to set a new one?
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18. Will a response program recognize when a crisis occurs and provide some level of response?
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19. How many trainings, in total, are needed?
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20. Will Gaming as a service deliverables need to be tested and, if so, by whom?
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21. Who should resolve the Gaming as a service issues?
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22. What do employees need in the short term?
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23. What is the Gaming as a service problem definition? What do you need to resolve?
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24. To what extent does each concerned units management team recognize Gaming as a service as an effective investment?
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25. What does Gaming as a service success mean to the stakeholders?
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26. What is the problem or issue?
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27. Looking at each person individually – does every one have the qualities which are needed to work in this group?
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28. Are there any specific expectations or concerns about the Gaming as a service team, Gaming as a service itself?
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29. Are controls defined to recognize and contain problems?
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30. What would happen if Gaming as a service weren’t done?
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31. How do you take a forward-looking perspective in identifying Gaming as a service research related to market response and models?
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32. For your Gaming as a service project, identify and describe the business environment, is there more than one layer to the business environment?
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33. What are the stakeholder objectives to be achieved with Gaming as a service?
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34. Will it solve real problems?
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35. What tools and technologies are needed for a custom Gaming as a service project?
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36. What else needs to be measured?
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37. Think about the people you identified for your Gaming as a service project and the project responsibilities you would assign to them, what kind of training do you think they would need to perform these responsibilities effectively?
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38. Where is training needed?
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39. Who are your key stakeholders who need to sign off?
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40. How are the Gaming as a service’s objectives aligned to the group’s overall stakeholder strategy?
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41. What situation(s) led to this Gaming as a service Self Assessment?
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42. What Gaming as a service problem should be solved?
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43. Do you need different information or graphics?
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44. Do you need to avoid or amend any Gaming as a service activities?
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45. How are training requirements identified?
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46. What creative shifts do you need to take?
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47. Are there Gaming as a service problems defined?
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48. Is it needed?
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49. How much are sponsors, customers, partners, stakeholders involved in Gaming as a service? In other words, what are the risks, if Gaming as a service does not deliver successfully?
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50. Would you recognize a threat from the inside?
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51. Which issues are too important to ignore?
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52. Is it clear when you think of the day ahead of you what activities and tasks you need to complete?
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53. What needs to stay?
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54. Who else hopes to benefit from it?
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55. How do you recognize an objection?
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56. Did you miss any major Gaming as a service issues?
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57. Are there any revenue recognition issues?
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