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CRITERION #3: MEASURE:

INTENT: Gather the correct data. Measure the current performance and evolution of the situation.

In my belief, the answer to this question is clearly defined:

5 Strongly Agree

4 Agree

3 Neutral

2 Disagree

1 Strongly Disagree

1. Have you included everything in your Games as service cost models?

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2. Who should receive measurement reports?

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3. Have you made assumptions about the shape of the future, particularly its impact on your customers and competitors?

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4. How do you verify Games as service completeness and accuracy?

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5. How frequently do you verify your Games as service strategy?

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6. How can you measure the performance?

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7. Are you able to realize any cost savings?

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8. What would it cost to replace your technology?

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9. Among the Games as service product and service cost to be estimated, which is considered hardest to estimate?

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10. What relevant entities could be measured?

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11. What are the Games as service investment costs?

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12. How will success or failure be measured?

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13. Does the Games as service task fit the client’s priorities?

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14. What could cause you to change course?

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15. Are Games as service vulnerabilities categorized and prioritized?

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16. What causes mismanagement?

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17. What evidence is there and what is measured?

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18. How do you verify and develop ideas and innovations?

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19. What are your customers expectations and measures?

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20. How do you verify the authenticity of the data and information used?

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21. What is the Games as service business impact?

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22. Are the units of measure consistent?

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23. How to cause the change?

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

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25. What can be used to verify compliance?

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26. How can you reduce costs?

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27. Are the Games as service benefits worth its costs?

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28. Are the measurements objective?

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29. Did you tackle the cause or the symptom?

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30. What potential environmental factors impact the Games as service effort?

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31. How do you verify the Games as service requirements quality?

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32. Is the cost worth the Games as service effort ?

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

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34. What are the Games as service key cost drivers?

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

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36. How can a Games as service test verify your ideas or assumptions?

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37. How do you aggregate measures across priorities?

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38. How frequently do you track Games as service measures?

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39. What is an unallowable cost?

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40. What are the costs?

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41. Are there competing Games as service priorities?

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42. What causes investor action?

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43. How is progress measured?

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44. Is it possible to estimate the impact of unanticipated complexity such as wrong or failed assumptions, feedback, etcetera on proposed reforms?

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45. How do you verify and validate the Games as service data?

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46. Do the benefits outweigh the costs?

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47. What are the costs of delaying Games as service action?

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48. Is the solution cost-effective?

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49. How will your organization measure success?

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50. What are you verifying?

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

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52. What do people want to verify?

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53. What are your primary costs, revenues, assets?

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54. What methods are feasible and acceptable to estimate the impact of reforms?

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55. What are the costs and benefits?

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56. Which measures and indicators matter?

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57. What are the costs of reform?

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58. How are measurements made?

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59. What are allowable costs?

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60. How do you verify performance?

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61. Has a cost center been established?

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62. What tests verify requirements?

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63. Do you have any cost Games as service limitation requirements?

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64. Which Games as service impacts are significant?

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65. How are you verifying it?

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66. How much does it cost?

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67. Are actual costs in line with budgeted costs?

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68. How will you measure success?

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69. How will costs be allocated?

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70. When should you bother with diagrams?

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

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72. What is the total cost related to deploying Games as service, including any consulting or professional services?

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73. Where is it measured?

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

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75. How can you measure Games as service in a systematic way?

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76. Why do the measurements/indicators matter?

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77. What measurements are being captured?

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78. What do you measure and why?

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79. How do you verify your resources?

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80. How can you reduce the costs of obtaining inputs?

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81. When are costs are incurred?

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82. What are the uncertainties surrounding estimates of impact?

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83. What is the cause of any Games as service gaps?

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84. Where can you go to verify the info?

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85. What are the current costs of the Games as service process?

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

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87. Who is involved in verifying compliance?

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88. What happens if cost savings do not materialize?

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89. Does a Games as service quantification method exist?

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90. What causes extra work or rework?

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91. What is the total fixed cost?

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92. What could cause delays in the schedule?

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93. What are hidden Games as service quality costs?

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94. Do you have an issue in getting priority?

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95. What would be a real cause for concern?

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96. How do you measure success?

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97. What is the cost of rework?

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

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99. What does verifying compliance entail?

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100. Who pays the cost?

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101. What is measured? Why?

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102. Why a Games as service focus?

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103. What measurements are possible, practicable and meaningful?

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104. What does a Test Case verify?

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

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106. How do your measurements capture actionable Games as service information for use in exceeding your customers expectations and securing your customers engagement?

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107. Where is the cost?

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108. What drives O&M cost?

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

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110. Are there measurements based on task performance?

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111. How will effects be measured?

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112. How long to keep data and how to manage retention costs?

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113. How are costs allocated?

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114. Does management have the right priorities among projects?

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115. What does losing customers cost your organization?

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116. Which costs should be taken into account?

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117. How do you quantify and qualify impacts?

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118. How do you verify if Games as service is built right?

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119. How will you measure your Games as service effectiveness?

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120. At what cost?

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121. What details are required of the Games as service cost structure?

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122. Do you have a flow diagram of what happens?

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123. How is the value delivered by Games as service being measured?

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124. What does your operating model cost?

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125. What disadvantage does this cause for the user?

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126. What are the operational costs after Games as service deployment?

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127. What are the strategic priorities for this year?

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128. What users will be impacted?

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129. How can you manage cost down?

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130. How do you measure variability?

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131. Is there an opportunity to verify requirements?

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132. What is your decision requirements diagram?

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133. Are missed Games as service opportunities costing your organization money?

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134. When a disaster occurs, who gets priority?

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135. How sensitive must the Games as service strategy be to cost?

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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 Games as service Index at the beginning of the Self-Assessment.

Games As Service A Complete Guide - 2020 Edition

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