Название: Gaming As A Service A Complete Guide - 2020 Edition
Автор: Gerardus Blokdyk
Издательство: Ingram
Жанр: Зарубежная деловая литература
isbn: 9781867458937
isbn:
3.1 Team Member Status Report: Gaming As A Service219
3.2 Change Request: Gaming As A Service221
3.3 Change Log: Gaming As A Service223
3.4 Decision Log: Gaming As A Service225
3.5 Quality Audit: Gaming As A Service227
3.6 Team Directory: Gaming As A Service229
3.7 Team Operating Agreement: Gaming As A Service231
3.8 Team Performance Assessment: Gaming As A Service233
3.9 Team Member Performance Assessment: Gaming As A Service235
3.10 Issue Log: Gaming As A Service237
4.0 Monitoring and Controlling Process Group: Gaming As A Service239
4.1 Project Performance Report: Gaming As A Service241
4.2 Variance Analysis: Gaming As A Service243
4.3 Earned Value Status: Gaming As A Service245
4.4 Risk Audit: Gaming As A Service247
4.5 Contractor Status Report: Gaming As A Service249
4.6 Formal Acceptance: Gaming As A Service251
5.0 Closing Process Group: Gaming As A Service253
5.1 Procurement Audit: Gaming As A Service255
5.2 Contract Close-Out: Gaming As A Service257
5.3 Project or Phase Close-Out: Gaming As A Service259
5.4 Lessons Learned: Gaming As A Service261
Index263
CRITERION #1: RECOGNIZE
INTENT: Be aware of the need for change. Recognize that there is an unfavorable variation, problem or symptom.
In my belief, the answer to this question is clearly defined:
5 Strongly Agree
4 Agree
3 Neutral
2 Disagree
1 Strongly Disagree
1. Will new equipment/products be required to facilitate Gaming as a service delivery, for example is new software needed?
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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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