Claire Dormann
Biographic Data
| ID | 166483 |
|---|---|
| NAME | Claire Dormann |
| GIVEN NAMES | Claire |
| FAMILY NAME | Dormann |
| SIGNATURE | DORMANN C |
| AFFILIATIONS | Goethe University Frankfurt |
| ORCID | 0000-0003-4539-3883 |
| VERIFIED | Yes |
| TOTAL WORKS | 15 |
| TOTAL CITATIONS | 47 |
| WORKS AS AUTHOR | 15 |
| WORKS AS EDITOR | 0 |
| FIRST PUBLICATION YEAR | 1996 |
| LATEST PUBLICATION YEAR | 2025 |
| H-INDEX | 4 |
Happy Work, Happy Life? A Replication and Comparison of the Longitudinal Effects Between Job and Life Satisfaction Using Continuous Time Meta‐Analysis
Capturing the evolving journey of workers' well‐being, our research unveils how the intertwined paths of job and life satisfaction shift and shape each other over time. We contribute to the field's understanding of the dynamic interplay between job and life satisfaction by exploring the time‐bound nature of satisfaction, teasing apart the between‐ and within‐person effects, and uncovering the relative strengths of these effects. Our findings ( k …
Reciprocal effects between job stressors and burnout
Optimal time lags in panel studies.
Cross-lagged regression coefficients are frequently used to test hypotheses in panel designs. However, these coefficients have particular properties making them difficult to interpret. In particular, cross-lagged regression coefficients may vary, depending on the respective time lags between different sets of measurement occasions. This article introduces the concept of an optimal time lag. Further, it is demonstrated that optimal time lags in pa…
Once More With Feeling
We are interested in how digital games can be designed for learning in the affective domain. Our studies of how emotions are embedded in games and how games sustain affective learning involve observing gameplay and identifying recurring elements that we identify as design patterns. Design patterns help us think about the role of affect in play, what affect in games looks like, and the different ways affective learning might be achieved in educati…
Parental role models and the decision to become self-employed
This paper uses social learning theory to examine the influence of parental role models in entrepreneurial families. We distinguish between paternal and maternal role models and investigate how their influence on offsprings’ decision to become self-employed is moderated by personality, specifically the offsprings’ openness. We use data on 461 alumni from eight German universities. Our results show not only that the presence of a parental role mod…
Customer‐related social stressors and service providers' affective reactions
Previous research has shown that customer‐related social stressors (CSS) have negative effects on service providers' long‐term well‐being. Little is known, however, about short‐term and mid‐term affective stress reactions and reciprocal effects between service providers' affect and CSS. The aim of this study was to expand extant research (i) by analyzing service providers' short‐term (across a day) and mid‐term (across 2 weeks) affective reaction…
Social gaming for change
The notion that we can positively change behaviours through games and play has long been accepted by social change game creators. In this paper, we argue that social change games should meet social gaming. Thus, we study the characteristics of Facebook style games and of the platform itself. We first discuss the positive traits of social gaming like the pro–social game mechanics, asynchronous multiplayer gameplay and the influence of the social i…
Humorous Maps
Maps are generally viewed as functional artefacts. They are considered accurate and useful conveyors of information, helping individuals find their way, understand environments, and inform decisions. However, maps also have a strongly pleasurable component. They generate and support narratives, they are tied to emotions, memories and adventures, and sometimes they make people laugh. In this paper, we engage with a very specific form of alternativ…
Stressors, resources, and strain at work
Two longitudinal studies investigated the issue of match between job stressors and job resources in the prediction of job-related strain. On the basis of the triple-match principle (TMP), it was hypothesized that resources are most likely to moderate the relation between stressors and strains if resources, stressors, and strains all match. Resources are less likely to moderate the relation between stressors and strains if (a) only resources and s…
Role-Playing Games in Cybercartography
This article discusses the use of computer games in cybercartography and how computer game characteristics can enhance the design of cybercartographic products. We focus on investigating multiple perspectives through role play in a geospatial virtual environment. The ways in which literature and film support multiple perspectives can guide us in our design efforts for developing cybercatographic atlases. We explore the potential of games for pres…
Live Hypernarrative and Cybercartography
This article explores some of the potentialities of narration in the context of cybercartography. We have developed a new kind of dynamic or “live” form of hypernarrative, in which the content and structure of stories is determined by live information. This system would ultimately allow the creation of hypermedia narratives capable of mining public databases on the fly in order to customize and integrate narrative material appropriate to the user…
Customer-Related Social Stressors and Burnout.
Although almost all literature on burnout implicitly assumes that burnout is primarily caused by stressful employee-customer interactions, only a few studies have addressed this empirically. A principal-components analysis of a newly developed instrument assessing various forms of customer-related social stressors (CSS) in 3 different service jobs (N = 591) revealed 4 themes of CSS: disproportionate customer expectations, customer verbal aggressi…
Unique aspects of stress in human service work
Two unique stressors associated with human service work are emotional dissonance, particularly the need to hide negative emotions (emotion work), and client/customer-related social stressors. The latter may involve disproportionate or ambiguous client/customer expectations and/or verbally aggressive customers. These stressors affect all human service workers, even though they may vary in the extent to which their work involves lasting relationshi…
Job satisfaction
Evidence suggesting that job satisfaction is caused by individual dispositions is reviewed, and stability coefficients for job satisfaction in previous studies are analysed with a meta‐analytic procedure. Previous longitudinal studies analysing job changer samples imply an upper limit estimate of 0.51 for direct dispositional influences on job satisfaction. A study of job changers considering the stability of working conditions suggests that this…
Longitudinal studies in organizational stress research
Job satisfaction
Evidence suggesting that job satisfaction is caused by individual dispositions is reviewed, and stability coefficients for job satisfaction in previous studies are analysed with a meta‐analytic procedure. Previous longitudinal studies analysing job changer samples imply an upper limit estimate of 0.51 for direct dispositional influences on job satisfaction. A study of job changers considering the stability of working conditions suggests that this…
Unique aspects of stress in human service work
Two unique stressors associated with human service work are emotional dissonance, particularly the need to hide negative emotions (emotion work), and client/customer-related social stressors. The latter may involve disproportionate or ambiguous client/customer expectations and/or verbally aggressive customers. These stressors affect all human service workers, even though they may vary in the extent to which their work involves lasting relationshi…
Reciprocal effects between job stressors and burnout
Humorous Maps
Maps are generally viewed as functional artefacts. They are considered accurate and useful conveyors of information, helping individuals find their way, understand environments, and inform decisions. However, maps also have a strongly pleasurable component. They generate and support narratives, they are tied to emotions, memories and adventures, and sometimes they make people laugh. In this paper, we engage with a very specific form of alternativ…
Once More With Feeling
We are interested in how digital games can be designed for learning in the affective domain. Our studies of how emotions are embedded in games and how games sustain affective learning involve observing gameplay and identifying recurring elements that we identify as design patterns. Design patterns help us think about the role of affect in play, what affect in games looks like, and the different ways affective learning might be achieved in educati…
Customer‐related social stressors and service providers' affective reactions
Previous research has shown that customer‐related social stressors (CSS) have negative effects on service providers' long‐term well‐being. Little is known, however, about short‐term and mid‐term affective stress reactions and reciprocal effects between service providers' affect and CSS. The aim of this study was to expand extant research (i) by analyzing service providers' short‐term (across a day) and mid‐term (across 2 weeks) affective reaction…
Longitudinal studies in organizational stress research
Job satisfaction
Evidence suggesting that job satisfaction is caused by individual dispositions is reviewed, and stability coefficients for job satisfaction in previous studies are analysed with a meta‐analytic procedure. Previous longitudinal studies analysing job changer samples imply an upper limit estimate of 0.51 for direct dispositional influences on job satisfaction. A study of job changers considering the stability of working conditions suggests that this…
Unique aspects of stress in human service work
Two unique stressors associated with human service work are emotional dissonance, particularly the need to hide negative emotions (emotion work), and client/customer-related social stressors. The latter may involve disproportionate or ambiguous client/customer expectations and/or verbally aggressive customers. These stressors affect all human service workers, even though they may vary in the extent to which their work involves lasting relationshi…
Customer-Related Social Stressors and Burnout.
Although almost all literature on burnout implicitly assumes that burnout is primarily caused by stressful employee-customer interactions, only a few studies have addressed this empirically. A principal-components analysis of a newly developed instrument assessing various forms of customer-related social stressors (CSS) in 3 different service jobs (N = 591) revealed 4 themes of CSS: disproportionate customer expectations, customer verbal aggressi…
Stressors, resources, and strain at work
Two longitudinal studies investigated the issue of match between job stressors and job resources in the prediction of job-related strain. On the basis of the triple-match principle (TMP), it was hypothesized that resources are most likely to moderate the relation between stressors and strains if resources, stressors, and strains all match. Resources are less likely to moderate the relation between stressors and strains if (a) only resources and s…
Role-Playing Games in Cybercartography
This article discusses the use of computer games in cybercartography and how computer game characteristics can enhance the design of cybercartographic products. We focus on investigating multiple perspectives through role play in a geospatial virtual environment. The ways in which literature and film support multiple perspectives can guide us in our design efforts for developing cybercatographic atlases. We explore the potential of games for pres…
Live Hypernarrative and Cybercartography
This article explores some of the potentialities of narration in the context of cybercartography. We have developed a new kind of dynamic or “live” form of hypernarrative, in which the content and structure of stories is determined by live information. This system would ultimately allow the creation of hypermedia narratives capable of mining public databases on the fly in order to customize and integrate narrative material appropriate to the user…
Humorous Maps
Maps are generally viewed as functional artefacts. They are considered accurate and useful conveyors of information, helping individuals find their way, understand environments, and inform decisions. However, maps also have a strongly pleasurable component. They generate and support narratives, they are tied to emotions, memories and adventures, and sometimes they make people laugh. In this paper, we engage with a very specific form of alternativ…
Social gaming for change
The notion that we can positively change behaviours through games and play has long been accepted by social change game creators. In this paper, we argue that social change games should meet social gaming. Thus, we study the characteristics of Facebook style games and of the platform itself. We first discuss the positive traits of social gaming like the pro–social game mechanics, asynchronous multiplayer gameplay and the influence of the social i…
Parental role models and the decision to become self-employed
This paper uses social learning theory to examine the influence of parental role models in entrepreneurial families. We distinguish between paternal and maternal role models and investigate how their influence on offsprings’ decision to become self-employed is moderated by personality, specifically the offsprings’ openness. We use data on 461 alumni from eight German universities. Our results show not only that the presence of a parental role mod…
Customer‐related social stressors and service providers' affective reactions
Previous research has shown that customer‐related social stressors (CSS) have negative effects on service providers' long‐term well‐being. Little is known, however, about short‐term and mid‐term affective stress reactions and reciprocal effects between service providers' affect and CSS. The aim of this study was to expand extant research (i) by analyzing service providers' short‐term (across a day) and mid‐term (across 2 weeks) affective reaction…
Once More With Feeling
We are interested in how digital games can be designed for learning in the affective domain. Our studies of how emotions are embedded in games and how games sustain affective learning involve observing gameplay and identifying recurring elements that we identify as design patterns. Design patterns help us think about the role of affect in play, what affect in games looks like, and the different ways affective learning might be achieved in educati…
Optimal time lags in panel studies.
Cross-lagged regression coefficients are frequently used to test hypotheses in panel designs. However, these coefficients have particular properties making them difficult to interpret. In particular, cross-lagged regression coefficients may vary, depending on the respective time lags between different sets of measurement occasions. This article introduces the concept of an optimal time lag. Further, it is demonstrated that optimal time lags in pa…
Reciprocal effects between job stressors and burnout
Happy Work, Happy Life? A Replication and Comparison of the Longitudinal Effects Between Job and Life Satisfaction Using Continuous Time Meta‐Analysis
Capturing the evolving journey of workers' well‐being, our research unveils how the intertwined paths of job and life satisfaction shift and shape each other over time. We contribute to the field's understanding of the dynamic interplay between job and life satisfaction by exploring the time‐bound nature of satisfaction, teasing apart the between‐ and within‐person effects, and uncovering the relative strengths of these effects. Our findings ( k …
Psychology (11 works) · Social Psychology (10 works) · Computer Science (6 works) · Social Psychology (6 works) · Applied Psychology (5 works) · Job Satisfaction and Organizational Behavior (5 works) · Clinical Psychology (4 works) · Stressor (4 works) · Workplace Health and Well-being (4 works) · Affect (linguistics (3 works)