2013
DOI: 10.1080/15332845.2013.752708
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Employee Stress and Stressors in Gambling and Hospitality Workplaces

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Cited by 47 publications
(29 citation statements)
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References 71 publications
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“…The turnover rate in the hospitality industry is approximately 20 times the national average. While the rest of the U.S. experiences about a three percent rate in annual turnover, the hospitality industry hovers above 60 percent (Engel, 2012), with studies referring to a "turnover culture" in the hospitality industry (e.g., Iverson & Deery, 1997;Tiyce, Hing, & Cairncross, 2013;Yang, 2010). …”
Section: Introductionmentioning
confidence: 99%
“…The turnover rate in the hospitality industry is approximately 20 times the national average. While the rest of the U.S. experiences about a three percent rate in annual turnover, the hospitality industry hovers above 60 percent (Engel, 2012), with studies referring to a "turnover culture" in the hospitality industry (e.g., Iverson & Deery, 1997;Tiyce, Hing, & Cairncross, 2013;Yang, 2010). …”
Section: Introductionmentioning
confidence: 99%
“…Çalışan stresi konusunun, rekabet ortamında endüstriyel toplumların hızla büyüyen ve yaygınlaşan gündemi olduğunu vurgulayan bir diğer çalışma ise, işletmelerde verimlilik, bireylerin sağlığı, kendilerini işyerinde iyi hissetme hali ve organizasyonların yapısı üzerine stresin negatif etkileriyle ilgilidir (Tiyce, Hing, Cairncross ve Breen, 2013). Araştırmalar gösteriyor ki, işletmelerde huzursuzluk ve derin bir rahatsızlık hissi yaratarak çalışanlarda öfke, stres, şiddet eğilimi, mutsuzluk gibi durumları ortaya çıkarabildiği için çatışma yönetiminin, insan kaynakları stratejilerini kavraması gerektiği görüşü gittikçe güçlenmektedir (Hammer, 2014).…”
Section: Gi̇ri̇ş Ve Araştirma Moti̇vasyonuunclassified
“…Many individuals state that they are somewhat satisfied with their current employment routines (Tiyce, Hing, Cairncross, & Breen, 2013), and game activities may be construed by some participants as challenges to be overcome and not liberating activities in themselves. For example, complex issues have materialized about video game activities that may be seen as distractions by team members.…”
Section: Organizational Policy and Design In Multigame Environmentsmentioning
confidence: 99%