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How value can be co-created through CSR: Evidence from Gaming Tourism Industry in
Macao
Carlos Noronha
Faculty of Business Administration, University of Macau, Macao, China
Jieqi Guan1
Tourism College, Institute for Tourism Studies, Macao, China
Sandy Hou In Sio1
Faculty of Business Administration, University of Macau, Macao, China
ABSTRACT
Purpose
The objective of this paper is to address the question of how value can be created through CSR
disclosure in gaming tourism industry. In addition, the paper also investigates how industry
players use CSR disclosure as an effective communication channel to maximize the transparency,
built trust with their stakeholders and in turn bring positive social value to the society.
Design/methodology/approach
This research applied content analysis method. Data was collected from the annual reports and
corporate website of all gaming operators from 2011 to 2015. The results are also tied to the
related contents in the government’s report on gaming tourism industry. Further analysis is
conducted based on the public statistical data for exploring and quantifying the social value
co-created by the industry players along with their variety stakeholder groups.
Findings
Findings of the study show that sustainability of the companies in gaming tourism industry is
built with the participation of variety stakeholder groups, like consumers/customers, government,
community, suppliers, employees. CSR disclosure becomes an important media that fuels the
pride, trust, and consistency of the members of the value chain. It also suggests working together
with the stakeholders can live up to the values that companies promised and ultimately supports
sustainability.
Originality/value
The extant co-creation literature mainly focuses on the interaction between firm and their
consumers. This paper extends the topic to other stakeholder groups, such as community,
employee, government and etc. In addition, this is one of the first studies on value co-creation
via CSR disclosure based on companies in gaming tourism industry, especially in a region under
“one country, two systems”. Last but not least, the paper is pioneering in exploring how
companies use CSR reporting to whiten their image and restore social value from gaming
operation, the typical vice sector integrated with tourism business.
1 Authors with equal contribution.
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Introduction
Gambling as one element of tourism is closely linked with the objective of tourism promotion
and effective profit-making (Przybylski, 1998). With the diversification of competition
mechanism and fast development of marketization, the gaming industry has been gradually
formed in conjunction with the hospitality, catering, leisure, entertainment and exhibition sectors
and has thus effectively combined with tourism. Therefore, the gaming tourism is considered as a
giant industry and has experienced rapid expansion with unprecedented speed in the past decades
(Goodman, 1996).
Conflict always exists between corporate social responsibility (CSR) and the profit-seeking
purpose in the gaming tourism sector. For example, problem gambling and money laundering are
two specific challenges that the industry is facing. However, prior studies on this industry mainly
focus on its impact, marketing and management strategies (see Vong and McCartney, 2005; Lee
and Back, 2006; Chhabra, 2007; Lee, 2010) and have left out a large unexplored area related to
the CSR literature (Jones et al., 2009). CSR has been an important topic and widely discussed in
a variety of business studies (Gray et al., 1995a), and is considered as a strategic mechanism to
improve the business image and to placate pressure stakeholders in controversial industries such
as gambling (Porter and Kramer, 2006).
Gaming tourism is the backbone industry in the Macao Special Administrative Region (SAR) of
China. In 2015, the gaming tax generated more than 50% of Macao’s total fiscal revenue (DSEC,
2015). Recently, “Macao's gross revenue generated from the industry has even exceeded the Las
Vegas Strip, which makes it the largest gaming city in the world” (Macau Business, 2014). The
success of the gaming tourism business in Macao is primarily due to the policy support by the
central government and the government of the Macao SAR, the robust investment by
entrepreneurs and the preference in gaming by Asian tourists. The rapid development of the
gambling sector stimulates stakeholders’ concern on its social impact. Meanwhile, the public’s
perception towards CSR activities undertaken by gaming companies is also increasingly
strengthened.
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To fill in the gap aforementioned, this study attempts to conduct CSR research in a typical vice
sector, namely the gaming tourism industry (Deegan and Blomquist, 2006) and to particularly
explore “what” and “how” social values can be co-created by companies and their stakeholders
through CSR.
Literature review
CSR and value co-creation
The traditional school of thought defines co-creation as a general concept that includes all the
“specific occurrences” in which companies and consumers create value through interaction
(Vargo and Lusch, 2008). From a broader viewpoint, co-creation is described as “a shift in
thinking from the organization as a definer of value to a more participative process where
people and organizations together generate and develop meaning” (Ind and Coats, 2013, p.86).
It is pointed out by Hatch and Schultz (2010) that majority of the studies in the field has been
conducted with customers and marketers and little attention has been paid on other stakeholder
groups. Thus, this paper contributes to the extant literature through studying value co-created by
companies along with their various stakeholder groups and specifically from a CSR perspective.
CSR value co-creation is a kind of “strategic alliance among the firm, consumers, business and
non-business players in ethically, responsibly and innovatively creating socio-economic and
environmental gains” (Baumgartner and Ebner, 2010, p.79). If a company intend to achieve
sustainable development, it is essential to “recognize the importance of identifying and
understanding the needs and interests of all stakeholders and the value that is created in the
interaction with them” (Biggemann et al., 2014, p.306). Based on stakeholders theory, companies
are expected to promote concrete socially desirable actions and value co-creation for the sake of
interest groups (Clarkson, 1995; Balel, 2008). Biggemann et al. (2014, p.306) highlight that
stakeholders can be classified into primary and secondary groups according to the role they play
and the influence they place on the firm’s performance. Primary group includes employees,
consumers, investors, suppliers, government and community which are “essential for a
company’s survival”. While secondary group refers to the media, trade associations,
not-for-profit organizations and other interest groups which “have less influence on the
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company’s performance”. Maignan et al. (2005) emphasizes that various groups of stakeholders
can exert pressure on firms to take desirable actions for fulfilling their particular interests.
CSR in the gaming tourism industry
Gaming has long been characterized as a controversial industry. From the point of view of a
government, there may be considerable benefits to endorse or legalize gaming in its jurisdiction,
such as the generation of significant amount of revenues in terms of taxation, investment and
employment (Miller and Michelson, 2012; Schwartz, 2003). Nevertheless, despite the positive
impacts of the financial benefits that can be generated from the gaming operations, gaming can
potentially result in adverse social and economic consequences (Hancock et al., 2008; Miller and
Michelson, 2012) such as problem gambling, bankruptcy, family disputes and crimes. Thus,
gaming has occasionally been labeled by the general public as a “sinful” activity, and it may be
challenged in terms of its legitimacy (Cai et al., 2012; Lindorff et al., 2012; Miller and
Michelson, 2012). This controversy can be further complicated by the fact that governments may
become increasingly reliant on the revenues derived from gaming (Hancock et al., 2008).
Taking into account the controversy that exists in judging the gaming industry, a number of prior
researches have been conducted to study the impacts brought about by the gaming industry to the
economy and society, as well as the stakeholders’ perceptions upon those impacts (Back and Lee,
2006; Buultjens, 2006; Hing, 2006; Siu, 2006; Vong and McCartney, 2005). On the other hand,
various researches have been conducted on the gaming industry in respect of its legitimacy of
existence, the possible harm minimization measures that could be undertaken to maximize the
benefits while minimizing the costs that are caused by the gaming operations to the stakeholders,
the economy and the general society, as well as policies that could ensure that gaming operations
are to be maintained in a socially responsible and accountable manner for the sake of public
interest (Hancock et al., 2008; Lindorff et al., 2012; Miller and Michelson, 2012; Smith and
Rubenstein, 2011). Among these, some studies have been conducted from the angle of CSR in
order to understand what roles CSR can actually play in the gaming industry, as it has been
considered as a plausible approach to resolve the abovementioned negative social impacts.
Specifically, gaming operators are interested in managing their operations in a socially
acceptable manner and in implementing socially sound practices, as they perceive that their
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effort in ensuring sustainability in the course of their operations (such as by lowering the
negative impacts from gambling) becomes a necessity for attaining noticeable improvements in
their competitiveness (Song et al., 2012). Hence, the expectations for CSR on gaming operators
are to some extent driven by the community’s reactions towards the potential harms they
perceive and also by the degrees of individual, economic and societal impacts that are associated
with gaming. With the emergence of gaming as a globalized industry, gaming operators around
the world, as well as international networks of those who are interested in the impacts of the
gaming industry (such as researchers, regulators, governments, treatment experts, etc.) have
become involved in defining, measuring and theorizing the social, economic and broader cultural
impacts of the emerging gaming markets (Hancock et al., 2008).
In regards to the aspects of CSR efforts within the gaming industry, prior studies have suggested
that the strongest support for CSR actions by the industry players is to allocate funding to
coordinate, monitor and enforce responsible gambling (Hing, 2001; Miller and Michelson, 2012).
In other words, responsible gambling has become a strategy, action or policy taken by gaming
operators to minimize the negative impacts on casino patrons on one hand, while providing
benefits to the local community on the other hand (Monaghan, 2009). Furthermore, they have
begun to take responsible gambling as a strategy for guaranteeing their long-term sustainable
development. Therefore, many gaming operators have been exercising a number of approaches,
such as employee training, self-exclusion, and/or self-limitation policies (Song et al., 2012). In
this way, responsible gambling will be able to fit into their CSR strategy with a broader sense
(Lee et al., 2012). However, variations among individual gaming operators in respect of their
willingness to provide more ethical actions have been found. These include the provision of
better information on their products, advertising restrictions, staff training, as well as liaison with
community agencies (Hing, 2001; Miller and Michelson, 2012).
In addition, it is recognized that communities with casino facilities should constantly monitor
their capability of handling issues associated with gaming operations and their capability of
seeking ways to minimize the potential negative economic, environmental and social-cultural
consequences that may arise from gambling (Carmichael et al., 1996; Lee and Back, 2006; Wan,
2012). Thus, it is suggested that an understanding of the triple bottom line impacts of casinos is
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essential for ensuring the sustainable development and management of many destinations with
casinos in them (Wan, 2012). In coincidence with this proposition, the “triple bottom line” is the
foundation of Elkington’s (1998) CSR disclosure principle, which is to look into the impacts of
the business operations from the social, economic and environmental dimensions. In this sense,
the “triple bottom line” is being recognized as a crucial instrument to facilitate the investigation
of the CSR practices and disclosures adopted in the gaming industry.
Value co-creation with stakeholders in Macao’s industry setting
The dominance of gaming tourism industry in Macao has resulted in continuous economic and
social resources inclination towards the gaming operators in order to sustain the industry and the
overall economic development in Macao. With the industry’s evident growth in the recent years,
the stakeholders have been experiencing positive impacts such as more job opportunities, higher
income, better infrastructure and more leisure and entertainment choices. On the other side,
negative impacts like income disparity, community conflicts, gambling disorder and traffic
congestion have become the costs attached. When the industry was in the boom during the past
decade, the stakeholders may be satisfied with the positive values that they enjoyed. However,
the recent downturn of Macao’s gaming revenue since 2014 has increasingly aroused the
stakeholders’ concern on the negative outcomes of the industry operations and the potential risk
factors that the past overdependence on the gaming sector might bring to the future development
of the gaming tourism industry and the Macao economy and society.
In response to the stakeholders’ concerns, the gaming operators in Macao have been involving in
various CSR activities and release the related information to their stakeholders through their
CSR reporting in annual reports and websites. Meanwhile, the Macao SAR government has
initiated an interim review on the gaming tourism industry in 2015 (with result released in May
2016) to assess the gaming operators’ performance in committing their stakeholders. In view that
CSR could be a critical perspective to assess the value co-created by Macao’s gaming tourism
industry players and their stakeholders, this study examines “what” and “how” this value
co-creation is established through CSR by analyzing CSR reporting contents. Furthermore, the
paper investigates how the industry players use CSR disclosure as an effective communication
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channel to maximize the transparency, build trust with their stakeholders and in turn bring
positive social value to the society.
Method and Approach
This study conducts content analysis on voluntary CSR reporting of the gaming operators based
on their annual reports and websites. It reviews the CSR disclosure contents of the six listed
companies in the gaming tourism industry in Macao. They are Galaxy Entertainment Group
Limited (Galaxy), Melco International Development Limited (Melco), SJM Holdings (SJM),
Wynn Macau, Limited (Wynn), Sands China Ltd. (Sands) and MGM China Holdings Limited
(MGM). Meanwhile, the analysis of website contents will cover the disclosure in the companies’
corporate websites where CSR-related activities and perspectives were mentioned. The content
being studied is retrieved from the websites as available on July 30, 2016. The purpose is to
investigate “what” and “to whom” CSR activities had been performed during the observed
period, 2011-2015. According to Neumann (2003, p.219): “… content analysis is a technique for
gathering and analyzing the content of text. The content refers to words, meanings, pictures,
symbols, ideas, themes, or messages that can be communicated.” Holsti (1969, p.14) provides a
broader definition of content analysis as “any technique for making inferences by objectively and
systematically identifying specified characteristics of messages.’ He states that ‘only the manifest
attributes of text may be coded . . . [from which] inferences about latent meanings of messages
are permitted” (Holsti, 1969, p.598). This technique has been widely used in the CSR academia
during the past decades (Gray et al., 1995; Adams et al., 1995; Adams and Harte, 1999; Perrini,
2006; Mirfazli, 2008).
However, while companies show concern about sustainability and report on their social actions
and achievements through corporate websites and annual reports, it is argued that the objective
of such publications and the focus of these social programs are unclear (Baumgartner and Ebner,
2010). CSR strategies may be guided by internal and external CSR orientation wherever the
organization contributes to value along the chain. Internally, a company may be able to plan and
communicate its aim, however, externally the company may be reliant on the actions and
reactions of other parties that form the networks in which they operate. The value of CSR is
difficult to quantify (Salzmann et al., 2005) because economic value only materializes in the long
term. In fact, Spence and Bourlakis (2009) argue that there is no evidence of positive results
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from CSR activities. Thus quantifying the value of sustainability programs and social projects is
not the only difficulty; identifying the beneficiaries of such value, if existing at all, is also an
issue. So, the question is not only about how much value is created but also how it is distributed.
To mitigate these limitations, the results of content analysis are further tied to the gaming
industry interim review report issued by the Macao government in May, 2016 in which the CSR
performances of gaming operators has been examined by using survey approach for the same
observed period, 2011-2015. Last but not the least, further investigation effort is placed on the
positive social impacts and value delivered by the gaming operators through analyzing the data
obtained from Statistics Bureau of the Macao SAR, mainly for the interests of the
aforementioned primary stakeholder groups.
Findings and discussions
The results of content analysis demonstrate the CSR information related to society/community,
government and employee accounts for the most significant portion of the overall contents (see
Table One and Table Two). Supplier and customer, the two ends of the value chain were left
behind with very limited exposure. For website disclosure, Galaxy becomes the best performer
and MGM is in the second place (see Table One). The ranking is changed when referring to the
CSR reporting in the annual reports (see Table Two). MGM becomes the leader while Sands and
Galaxy take the second and third positions. Following sections discuss the types of CSR
activities reported by the observed companies and the social value these industry players have
co-created with respective stakeholder groups.
[Insert Table One and Two here]
Government
According to the content analysis result (see Table Three), responsible gambling and legal
compliance are the two CSR aspects that the six gaming operators have undertaken, mainly for
making response to government’s call. For responsible gambling, all the observed companies
advertise related information to their team members and patrons. In addition, they provide
training to staff and representatives on identifying problem gambling behavior and offer
assistance to players regarding problem gambling issues around the clock. For legal compliance,
it is noted all the observed companies take methods to ensure the indoor air quality in compliance
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with the regime of Tobacco Prevention and Control. The gaming operators disclose this
information is mainly for taking the responsibility to ensure their operating conditions complying
with the concession and subconcession contracts signed with the government including the
fulfilment of social responsibility (refer to the contracts available at www.dicj.gov.mo).
Besides, tax income is another important area that the gaming sector contributes to the Macao
government. According to the statistical data, the proportion of gaming tax towards total tax
income has been increasing from 57.6% in 2003 to 87.6% in 2014 (Bulletin, 2015). In addition,
the sufficient fiscal surplus creates considerable flexibilities for the government to build up
infrastructures to meet the demands of the local community.
[Insert Table Three here]
Society and community
Disclosures related to society and community aspects mainly refer to
transportation/accommodation arrangements for overseas employees, supporting SMEs, local
procurement and development of non-gaming elements in the tourism industry. Majority of the
operators have expressed their willingness to support the business of local SMEs. Information of
variety types of supports for local enterprises has been disclosed, such as the sustainable
procurement procedures engaged by Melco to support the creation of a healthy and beneficial
business environment where SMEs can grow and flourish. Giving priority to local SMEs when
looking for suppliers, provide meaningful interaction and opportunities for knowledge-sharing is
another example which has been incorporated by many operators.
As mentioned in the concession and subconcession contracts, the gaming operators need to
support the Macau SAR Government to foster new industries and accelerate the process of
Macau’s economic diversification (refer to the contracts available at www.dicj.gov.mo). Recent
years, the development of the gaming industry has created the added values of its related industries,
like hospitality industry, wholesale and retail industry, construction industry, banking industry and
catering industry. Statistical data shows a certain increase in the GDP of these industries and have
generated an income of 23.2 billion Macao pataca (equivalent to 2.9 billion USD) in 2014
(Bulletin, 2015). In addition, the non-gaming sectors also have created a large amount of job
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positions. In 2014, non-gaming employees accounted for 44% of the total number of employees
in gaming operators (Bulletin, 2015).
As mentioned, creation of employment position is an important contribution made by the gaming
operators. In CSR disclosure, it is stated majority of the employees engaged by the gaming
operators were in the gaming field, the overall proportion of local employees is much higher than
that of overseas employees. This can be reflected in statistics, till the end of 2014, the
unemployment rate of local people has decreased to 1.7% which is the lowest level in the history.
In addition, making donation to charitable organizations, participated in charitable events and
provide funding to educational institutions are the common CSR practice conducted by the
gaming operators (see Table Three). According to the financial figures subtracted from the
annual reports, the total donation made to the local and oversea community by the six gaming
operators has reached to 289.7 million Macao pataca in 2014
Other stakeholders
For employee, the disclosed CSR contents indicate that all of the six gaming operators provided
opportunities for upward and lateral mobility to their employees, provide training and support for
employee’s further education. They also strictly implement the security, health and safety
programs to ensure a good working environment. For the sake of supplier, several gaming
operators have supported SMEs by giving priority to local SMEs in procurement of services or
products. Knowledge sharing seminars is anther manner through which the gaming operator can
help local suppliers to improve the quality of their product and service and ensure the quality is in
line with international level. The observed companies did not report much CSR information
related to consumer. Most common example is the established mechanisms that the gaming
operators have established to handle consumer issues and enhance two-way communications.
In summary, based on the integrated analysis on CSR reporting and statistical data, the positive
impacts of the gaming industry are mainly on local economy, business environment of small and
medium-sized enterprises (SMEs), society and people’s livelihood. The gaming industry had
delivered significant value to local economy and society in which a considerable portion comes
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from their interactions with stakeholders. Besides, tourists in Macao participating in gaming
activities have also contributed to non-gaming spending.
Conclusion
In conclusion, findings of this study show that sustainability of the companies in the gaming
tourism industry is built with the participation of a variety of stakeholder groups, like
consumers/customers, government, community, suppliers and employees. The social value
co-created with these parties, mainly reflected by rapid GDP growth, increased fiscal reserves,
relatively low unemployment rate sustained and creation of favorable conditions to drive the
development of non-gaming industries in Macao. Furthermore, the result also shows CSR
disclosure becomes an important media that fuels the pride, trust, and consistency of the members
of the value chain. It suggests working together with the stakeholders can live up to the values that
companies promised and ultimately supports sustainability.
As for the research contribution, this study contributes to the extant value co-creation literature by
extending the topic to other stakeholder groups rather than only focuses on the interaction between
firms and their consumers. In addition, this is one of the first studies on value co-creation via CSR
disclosure based on companies in gaming tourism industry, especially in a region under the “one
country, two systems”. Moreover, the paper is pioneering in exploring how companies use CSR
reporting to whiten their image and restore social value from gaming operation, the typical vice
sector integrated with tourism business. Last but not the least, the research findings can be served
as an important reference for local government to refine their related regulations or guidelines in
order to ensure the healthy and sustainable development of the gaming tourism industry. For future
study, company level analysis and country level comparison can be conducted for further
investigation in this area.
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Table 1: Number of CSR activities or events reported in corporate websites
Stakeholders Galaxy MGM Sands SJM Melco Wynn Total
Society/community 222 123 32 26 31 24 458
Government 53 31 12 0 12 7 115
Employee 52 0 0 7 8 4 71
Supplier 4 6 2 0 4 1 17
Customer 5 0 0 0 1 0 6
Total 334 157 47 38 54 37 664
Table 2: Total quantity of CSR information disclosed in 2011-2015 annual reports
Stakeholders Galaxy MGM Sands SJM Melco Wynn Total
Society/community 336 509 560 194 104 46 1749
Government 83 77 53 35 32 18 298
Employee 60 376 245 36 39 26 782
Supplier 0 0 2 0 0 1 3
Customer 5 0 0 3 1 0 9
Total 484 962 860 268 176 91 2841
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Table 3: CSR activities disclosed in corporate website and annual reports
Company Major CSR activities
Galaxy Donations/sponsorship made to local community, victims of natural
disaster and students in rural areas.
Environmental protection and sustainability, energy and water saving,
water and waste recycling and circulation
Provide training to employee for career development
Expand and upgrade its facilities for improving employee’s working
environment
Support Tobacco Prevention and Control Law
Establish communication platforms for raising work-related feedback
Collaborated and participated in local community activities
Anti-corruption and anti-money laundering
Supplier Assessment for Impacts on Society
Close monitoring product and service quality
Create communication channel for customer feedback
Responsible gambling
MGM Donate and raise fund for local community and rural areas
Implement SME engagement program
Sustainable procurement/Green purchasing
Water and energy saving
Recycling waste and control gas emission
Improve employee wellbeing and communication with employee,
implement employee assistance program
Organize social events and gatherings
Training and education
Respect the human rights of employee, standing against forced labor
and trafficking
Assess vendor code of conduct related to supplier
Support/sponsor the social events organized by government and
community
Responsible gaming
Sands Donation made to community, charitable society and educational
institute
Launch SME support program
Saving water and energy
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Implement green procurement and supply chain policy
Recycling waste and control gas emission
Diversity and equal opportunity
Training and further education
Participated and sponsor the social events organized by local
community
Open hotel facilities for public and educational institute use
Responsible gaming
SJM Donation made to local community and charitable events
Saving water and energy
Reduce carbon emission
Recycle waste
Promote environmental protection
Tobacco prevention and control
Implement health and safety program
Training and education
Workforce diversity
Data privacy
Ensure food safety
Responsible gaming
Melco Donation made to the local community, victims of natural disaster,
charitable organizations
Participate and sponsor charitable events
Knowledge sharing with venders/suppliers
Encourage SME to create healthy and beneficial business
Energy and water saving
Reduce gas emission
Recycle electronic device
Job creation, ensure employment for local people
Occupational health and safety management
Training and further education
Ensure diversity and equal opportunity
Wynn Donation made to local community
Participate and support charitable events
Support the business of SME; provide training and seminar to share
knowledge with local SMEs
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Energy and water saving
Recycle and minimize waste
Employee assistance program
Training and education
Equal opportunity and non-discrimination
Responsible gaming
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Appendix
Quantity of CSR information disclosed in annual reports
Stakeholders Galaxy MGM Sands SJM Melco Wynn Total
2015
Society/community 56 119 157 85 0 40 457
Government 15 28 11 14 0 18 86
Employee 38 51 51 18 0 26 184
Supplier 0 0 2 0 0 1 3
Customer 5 0 0 3 0 0 8
Total 114 198 221 120 0 85 738
2014
Society/community 80 127 130 37 44 1 419
Government 31 13 10 11 15 0 80
Employee 5 66 18 18 23 0 130
Supplier 0 0 0 0 0 0 0
Customer 0 0 0 0 0 0 0
Total 116 206 158 66 82 1 629
2013
Society/community 90 106 94 24 23 1 338
Government 13 13 9 4 3 0 42
Employee 12 116 57 0 0 0 185
Supplier 0 0 0 0 0 0 0
Customer 0 0 0 0 0 0 0
Total 115 235 160 28 26 1 565
2012
Society/community 47 98 89 26 3 1 264
Government 11 13 11 3 1 0 39
Employee 5 80 50 0 4 0 139
Supplier 0 0 0 0 0 0 0
Customer 0 0 0 0 0 0 0
Total 63 191 150 29 8 1 442
2011
Society/community 63 59 90 22 3 3 240
Government 13 10 12 3 1 0 39
Employee 0 63 69 0 4 0 136
Supplier 0 0 0 0 0 0 0
Customer 0 0 0 0 0 0 0
Total 76 132 171 25 8 3 415
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