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

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      39. How do you verify and validate the Game as a service data?

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      40. What do people want to verify?

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

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      42. Does management have the right priorities among projects?

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

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      44. Are there competing Game as a service priorities?

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      45. What are hidden Game as a service quality costs?

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

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      47. How sensitive must the Game as a service strategy be to cost?

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      48. How are costs allocated?

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      49. The approach of traditional Game as a service works for detail complexity but is focused on a systematic approach rather than an understanding of the nature of systems themselves, what approach will permit your organization to deal with the kind of unpredictable emergent behaviors that dynamic complexity can introduce?

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      50. How will you measure success?

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      51. What are you verifying?

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      52. What causes investor action?

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      53. Are the units of measure consistent?

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      54. Did you tackle the cause or the symptom?

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      55. How can you measure Game as a service in a systematic way?

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      56. How frequently do you track Game as a service measures?

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      57. How do you measure success?

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      58. What are the Game as a service investment costs?

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      59. How can you reduce costs?

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      60. When are costs are incurred?

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      61. What does verifying compliance entail?

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      62. Who is involved in verifying compliance?

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      63. What happens if cost savings do not materialize?

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

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      65. What are allowable costs?

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      66. How to cause the change?

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

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      68. How much does it cost?

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      69. What tests verify requirements?

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      70. What are the Game as a service key cost drivers?

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      71. Are supply costs steady or fluctuating?

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

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      73. What do you measure and why?

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      74. What are the estimated costs of proposed changes?

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      75. Has a cost center been established?

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      76. How do you aggregate measures across priorities?

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      77. What harm might be caused?

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      78. Are you aware of what could cause a problem?

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      79. Which measures and indicators matter?

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      80. Among the Game as a service product and service cost to be estimated, which is considered hardest to estimate?

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      81. Do you verify that corrective actions were taken?

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      82. What is your Game as a service quality cost segregation study?

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      83. Are Game as a service vulnerabilities categorized and prioritized?

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      84. What is the total fixed cost?

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      85. How can you manage cost down?

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      86. How do you verify if Game as a service is built right?

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      87. How do you measure efficient delivery of Game as a service services?

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      88. What is the cause of any Game as a service gaps?

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      89. What does a Test Case verify?

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

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      91. Where is the cost?

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      92. How do you prevent mis-estimating cost?

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      93. Where is it measured?

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      94. How do you measure lifecycle phases?

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      95. Do you aggressively reward and promote the people who have the biggest impact on creating excellent Game as a service services/products?

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      96. Which Game as a service impacts are significant?

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      97. At what cost?

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      98. What is the cost of rework?

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      99. Are the measurements objective?

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