• 제목/요약/키워드: workplace fun

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The Impact of Workplace Culture on Employee Retention: An Empirical Study from Lebanon

  • USHAKOV, Denis;SHATILA, Khodor
    • The Journal of Asian Finance, Economics and Business
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    • 제8권12호
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    • pp.541-551
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    • 2021
  • One of the most important aspects of any firm is to motivate its employees to go the extra mile. In order to do work properly, people must be motivated. The total effectiveness and efficiency of workers, as well as a company's performance, is directly related to the degree of motivation of those who work there. On the other hand, demotivated personnel do not put much effort and, when they get a better opportunity, leave their places of employment. For Survey, this study used online Google forms to collect data from September 2021 to October 2021. The target demographic for the research was those who worked for Lebanon's private businesses. The poll was conducted in English, the second language of Lebanon. Furthermore, 179 workers (N = 179) were utilized for this research. The research suggests that fun events and support for fun managers enable workers to connect informally and help people know each other better, creating an environment that promotes friendship building. Based on these connected reasons, fun activities and the support of managers for fun are considerably linked to turnover.

Y세대의 특성과 고객지향성의 관계 연구 - 직무만족의 매개효과 검증을 포함함 - (A Study on the Relationship between Y Generational Characteristics and Customer Orientation - Including Testing Mediating Role of Job Satisfaction -)

  • 최현정
    • 한국조리학회지
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    • 제23권2호
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    • pp.23-34
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    • 2017
  • 본 연구는 국내 호텔산업에 종사하는 Y세대인 서비스담당 직원을 대상으로 상사 지원, 재미, 직무만족 및 고객지향성의 인과적 관계를 규명하고자 설계되었다. 본 연구의 목적을 달성하기 위하여 1981년에서 2000년 사이에 출생하여 Y세대라 불리는 직원만을 조사 대상으로 한정하였다. 확보된 실증자료 분석을 위해 빈도분석, 확인적 요인분석, 신뢰도 분석, 상관관계분석, 회귀분석 및 PROCESS Macro 분석이 실시되었으며, 이를 위한 분석 프로그램은 SPSS 18.0과 AMOS 18.0이 적용되었다. 분석 결과, 재미는 직무만족과 고객지향성 모두에게 긍정적인 영향을 미치는 변수로 확인되었다. 그러나 상사 지원은 직무만족에는 긍정적인 영향을 미치는 것으로 확인되었으나, 고객지향성에는 직접적인 영향을 미치지 않는 것으로 나타났다. 또한 직무만족은 고객지향성에 직접적인 영향을 미치는 것으로 나타났다. 마지막으로 직무만족은 상사 지원과 고객지향성의 관계 그리고 재미와 고객지향성의 관계에서 모두 매개 작용이 유의한 것으로 확인되었다. 본 연구를 통해 직장 내 재미와 직무에 대한 만족감이 높을수록 직원의 고객지향성 행동이 향상됨을 알 수 있었다. 또한 상사의 지원은 직무만족을 통해 직원의 고객지향성 개선에 긍정적인 영향을 미칠 수 있는 요인임을 알 수 있다.

국내 오피스 공용공간에 나타난 공간특성 및 표현방법에 관한 연구 - 탈경계성, 자연친화성, 유희성을 중심으로 - (A Study on Spatial Concepts and Expressions shown in Common Areas of Domestic Offices - Focused on Concepts of Non-territoriality, Eco-Friendly, and Play -)

  • 김지이;심은주
    • 한국실내디자인학회논문집
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    • 제18권3호
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    • pp.84-92
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    • 2009
  • Sociological, technical, and organizational changes have affected the culture of business in many ways. These changes are now encouraging new concepts in the workplace environment such as emotional approaches for a more creative and humanistic workplace let alone enhancing image of the company. The aim of this study is to understand current situations of common office areas and serve as a stepping stone for designing more creative and stimulating work environments. The study first examines concepts of new office designs in our modem society, then defines categories such as territorial fuzziness, eco-friendly, fun and play. Secondly, by using content analysis as research tool the researchers have investigated how the conceptual categories and detailed design presentation methods are shown in workplace designs in Korea. Scope of study is limited to 39 office design projects from 2002-2008 presented in the Korean monthly magazine 'Interiors'. As results. territorial fuzziness was found to be most popular method while play the least. For application wise, meeting rooms, rest area and hallways were places where these concepts appear the most. Even though, these new approaches in office designs can be found in our domestic offices, still more experimental and active approach seems to be needed.

GWP 구현을 위한 조직문화 증진활동의 효과 (Promoting a nursing organizational culture for Great Workplace(GWP): a Korean experience)

  • 김영미;이지애;김대희;김보열;이순형;박현미;김혜선
    • Perspectives in Nursing Science
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    • 제6권1호
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    • pp.21-37
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    • 2009
  • The purpose of this GWP project was two-fold:(1) to launch an organizational culture improvement for great workplace (2) to improve the perception of nursing personnel on communication and team work in a surgical nursing department of a teaching hospital in Seoul. Using one group pretest-posttest design, nursing personnel's perception on organizational culture related to communication and team work was evaluated. A 10-item, 5-point scale (1.5) survey was administered to 209 nursing personnel in January 2009 and again to 191 nursing personnel in October 2009. From January 2009, AMANNA team has taken activities focused on trust, pride, and fun. AMANNA is an abbreviation of Korean language, which means wonderful meeting and sharing in English. Monthly activities are as follows: choral concerts by nurse managers, welcome and farewell events, praising members for their services, explaining current circumstances, etc. Special activities are as follows: a New Year's greeting party, a spring picnic, beauty classes, a lecture on drug administration, cultural lectures using videos, and presentations of academic posters and another activity. The reliability of measurement was Cronbach's ${\alpha}$: 0.917(pretest), 0.954(posttest). Most nursing personnel's perception on organizational culture was improved (pretest mean=3.50 and posttest mean=3.78, p<.001). "A sense of belonging" showed the greatest improvement among the 10 items(3.18 vs. 3.56, p<.001). "Trust each other" showed the highest score (mean=3.98) in posttest. Frequency of participation and satisfaction showed a significant relationship(r=0.179, p=.021). We believe that this project has made a contribution towards a positive organizational culture. The keys to this initiative's preliminary success have been the leadership support and flexibility in implementing the interventions tailored to the hospital.

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Online Crowdsourcing Platform Continuous Participation During COVID-19: A Low-income Group Perspective in Malaysia

  • NA'IN, Nuramalina;HUSIN, Mohd Heikal;BAHARUDIN, Ahmad Suhaimi
    • The Journal of Asian Finance, Economics and Business
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    • 제8권10호
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    • pp.317-326
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    • 2021
  • The crowdsourcing system relies heavily on the number of crowd participation on the platform to ensure the platform's success. However, exploring factors that motivate the crowds to sustain on the platform remains unclear, and very little literature was found on this matter. Lately, the COVID-19 pandemic has affected the world, including Malaysia. Due to the pandemic, many people have lost their jobs, and hence, most of them have shifted to digital work. Hence, to understand the motivation for continuous participation on the online crowdsourcing platform among low-income crowd workers (B40) in Malaysia, this paper explores the intrinsic and extrinsic motivations for continuous participation. A qualitative method interview was performed where 14 active participants of Upwork.com, under the GLOW program, took part during the data collection process. This paper used the thematic analysis method to extract the data collected from this study. The finding of this study identified eight intrinsic motivation factors: (1) personal development, (2) pastime, (3) fun, (4) passion, (5) task identity, (6) time-workplace flexibility, (7) altruistic, and (8) peers' success and four extrinsic factors: (1) monetary, (2) job security, (3) personal commitment, and (4) environment.

일탈적 행위, 유머: 한국 기업 구성원의 일과 개인 공간의 지각 (Fun Space or workplace? The Role of Humor in Navigating Work-personal Space in South Korean Organizations)

  • 김희선;우성호
    • 한국콘텐츠학회논문지
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    • 제21권9호
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    • pp.666-683
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    • 2021
  • 유머는 일반적으로 긍정적이고 유용한 커뮤니케이션 기법으로 소개된다. 그러나 유머의 모호한 성격과 사용법은 장소와 시간에 따라서 다르게 해석될 수 있으며, 이는 특히 재택근무와 온라인 업무가 많아진 기업 상황에서 의도하지 않은 영향을 줄 수 있다. 본 연구의 목적은 기업 구성원의 공간 개념에 대한 유머의 영향을 알아보고자 하며, 총 62명의 참여자에 대한 질적 연구를 인터뷰와 참여적 관찰을 통해 진행하였다. 연구 참여자들은 유머를 업무와 관련이 없는 일탈적인 행동으로 인식했으며, 일부 사용되는 유머는 무례하고 부적절하다는 인식 또한 존재했다. 그러나 유머라는 일탈적 행위를 실행함으로써 업무의 시작 혹은 종료를 신호하는 의식으로도 사용했다. 참여자들의 유머는 다른 구성원들과 함께 사용함으로써 분위기 및 상황적 인식을 변화하는데 도움을 제공하며, 특히 유머를 통해 만들어지는 즐거운 기분이나 분위기가 기업 구성원의 관계를 (긍정적 혹은 부정적으로) 변화시키고, 업무와 개인적인 활동의 경계를 모호하게 만든다. 따라서, 유머는 사용자의 의도와 관계없이 업무적인 공간과 개인적인 공간의 인식 변화에 영향을 주는 것으로 보인다. 이를 통해 기업들은 변화하는 업무 공간과 관련된 이슈들을 이해하고 관리 방법을 찾는데 기여할 수 있을 것이다.