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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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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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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.

Gaming As A Service A Complete Guide - 2020 Edition

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