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