Gaming As A Service A Complete Guide - 2020 Edition. Gerardus Blokdyk
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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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