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

      10. What would it cost to replace your technology?

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      11. Is the cost worth the Gaming as a service effort ?

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      12. Are you taking your company in the direction of better and revenue or cheaper and cost?

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      13. What is an unallowable cost?

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      14. How do you measure lifecycle phases?

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      15. How will you measure success?

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      16. What users will be impacted?

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      17. What tests verify requirements?

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      18. How is performance measured?

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      19. What potential environmental factors impact the Gaming as a service effort?

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      20. Was a business case (cost/benefit) developed?

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      21. Why do the measurements/indicators matter?

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      22. Which costs should be taken into account?

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      23. How do you verify if Gaming as a service is built right?

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      24. What do you measure and why?

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      25. What measurements are possible, practicable and meaningful?

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      26. What causes innovation to fail or succeed in your organization?

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      27. Are you able to realize any cost savings?

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      28. What is the cost of rework?

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      29. Have you included everything in your Gaming as a service cost models?

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      30. Has a cost center been established?

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      31. How is progress measured?

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      32. Are Gaming as a service vulnerabilities categorized and prioritized?

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      33. Do you effectively measure and reward individual and team performance?

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      34. What could cause you to change course?

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      35. How will your organization measure success?

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      36. What are the uncertainties surrounding estimates of impact?

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      37. Are actual costs in line with budgeted costs?

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      38. What are the current costs of the Gaming as a service process?

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      39. Why do you expend time and effort to implement measurement, for whom?

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      40. Will Gaming as a service have an impact on current business continuity, disaster recovery processes and/or infrastructure?

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      41. Who pays the cost?

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      42. How sensitive must the Gaming as a service strategy be to cost?

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      43. What do people want to verify?

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      44. Are supply costs steady or fluctuating?

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      45. Have design-to-cost goals been established?

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      46. Do you have any cost Gaming as a service limitation requirements?

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      47. How do you prevent mis-estimating cost?

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      48. How do you measure variability?

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      49. What causes extra work or rework?

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      50. How is the value delivered by Gaming as a service being measured?

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      51. What is the root cause(s) of the problem?

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      52. Are there competing Gaming as a service priorities?

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      53. Is the solution cost-effective?

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      54. What are the types and number of measures to use?

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      55. How can a Gaming as a service test verify your ideas or assumptions?

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      56. When are costs are incurred?

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      57. How do you control the overall costs of your work processes?

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