Author List: Armstrong, Deborah J.; Brooks, Nita G.; Riemenschneider, Cynthia K.;
MIS Quarterly, 2015, Volume 39, Issue 3, Page 713-727.
While the U.S. economy is recovering slowly, reports tell us that the supply of information systems (IS) professionals is declining and demand is once again on the rise. With organizations challenged in their efforts to hire additional staff, IS professionals are being asked to do even more, often leading to burnout, turnover, and turn-away intentions. Building on Ahuja et al.'s (2007) work on turnover intentions and using the job demandsÐ resources model of burnout as an organizing framework for the antecedents to exhaustion from IS career experience (EISCE), this illustrative research note draws attention to exhaustion in IS professionals that spans an individual's professional career. Findings indicate that IS professionals' perceived workload (demand) was associated with higher levels of EISCE, whereas fairness and perceived control of career (resources) were associated with lower levels of EISCE. The influence of EISCE on affective commitment to the IS profession (ACISP) was found to be negative and, ultimately, ACISP fully mediated the effect of EISCE on the intention to turn away from an IS career. The results suggest the importance of studying IS professionals' perceptions regarding the demands and resources associated with working in the IS field when testing exhaustion across IS career experience.
Keywords: Information systems; IS personnel; workforce; burnout; exhaustion; affective commitment; turn-away intention; occupational turnover
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#298 0.320 job employees satisfaction work role turnover employee organizations organizational information ambiguity characteristics personnel stress professionals conflict organization intention variables systems
#109 0.160 career human professionals job turnover orientations careers capital study resource personnel advancement configurations employees mobility jobs management individuals pay non-it
#46 0.138 perceived transparency control design enjoyment experience study diagnosticity improve features develop consequences showing user experiential providing antecedents interface effects economy
#108 0.080 model research data results study using theoretical influence findings theory support implications test collected tested based empirical empirically context paper
#100 0.071 affective concepts role questions game gaming production games logic play shaping frames future network natural processes evidence addresses reference theorizing