The entertainment and recreation benchmark covers employees that research and write content, produce entertainment, manage production and distribution, sales, technical roles included in building and maintaining online platforms, gaming and floor staff, and entertainers, artists and instructors themselves. This benchmark only includes Men employees. We use woman and man because most of our customers are using binary options.
We consider this an emerging benchmark: it has enough data available for us to use bootstrapping to create a representative sample. As the sample grows in size, some scores may slightly change. Our research has shown that our bootstrapped scores are consistent with our standard benchmarks. Read more about the methodology.
Data provided by Culture Amp
Gambling & Casinos
Museums and Institutions
Recreational Facilities and Services
Engaged people are emotionally committed to their organization. These people stay at their organizations longer and are more productive and effective. Successful organizations have more engaged employees.
This is in the top 46% compared with the overall average.
The average eNPS score for organizations in this benchmark is 23 and is in the top 21% compared with the overall average.
Engagement is defined through these five industry-standard questions from Culture Amp’s engagement survey template.
I would recommend [Company] as a great place to work
3% above global average
I see myself still working at [Company] in two years' time
3% above global average
[Company] motivates me to go beyond what I would in a similar role elsewhere
Same as global average
I am proud to work for [Company]
1% below global average
I rarely think about looking for a job at another company
2% below global average
The highest scoring question for Entertainment & Recreation had 89% of Men agreeing that they know how their work contributes to the goals of [company] (+0% compared to overall) while they were generally most positive about Work & Life Blend.
Men in Entertainment & Recreation were generally least favourable about Action, and were most negative towards 'I have seen positive changes taking place based on recent employee survey results' with 16% of people disagreeing (+2% above average).
In the short term, 22% of people in this benchmark are thinking of or actually seeking jobs elsewhere (+2% compared to overall) while on a longer time frame, 11% of people see themselves leaving within two years (-1% compared to overall).
The following questions had the biggest impact on whether individuals felt that they were planning to stay at their organization and not actively looking for alternative jobs.
Day-to-day decisions here demonstrate that quality and improvement are top priorities
62% favorableService & Quality Focus
We acknowledge people who deliver outstanding service here
73% favorableService & Quality Focus
At [Company] we act on promising new or innovative ideas
We’ve connected the employee feedback data for each company included in the benchmark with ratings from Glassdoor.com, which is one of the world’s largest job and recruiting sites combined with a growing database of company reviews, CEO approval ratings and more.
3.2 stars (-0.6)
Culture and Values
3.4 stars (-0.5)
Work Life Balance
3.3 stars (-0.5)
Compensation and Benefits
3.4 stars (-0.2)
3.2 stars (-0.3)
Recommend to Friend
Organizations in the Entertainment and Recreation (Male) benchmark on average gave 8% of employees access to reports with their survey results. This is below the overall average of 10% and demonstrates that organizations in this benchmark are more likely to share via offline and traditional formats.
An interesting reference point is that the average proportion of managers in organizations is 12-15%, with some industries higher than others (New Tech was closer to 20%).
Entertainment and Recreation (Male)
Men in Entertainment & Recreation were much more positive than average regarding Feedback & Recognition and Decision Making.
On the lower side, Men in Entertainment & Recreation had much lower favorable scores than average in Action, Voice, and Social Connection.