New Ways To
Curb Employee Tardiness, Absenteeism and Turnover
By Brooks
Mitchell, Ph.D.
For companies with employee tardiness, absenteeism and turnover
challenges, help is now available in the form of on-line, 15-30
second games of chance. It is now possible to quickly reward good
behaviors with the right to play a quick game, win points and
accumulate or redeem them instantly. On-line game programs can be
easily administered for thousands of people in different job
categories at multiple locations. This creates exciting and
promising new concepts to consider in the area of personnel
management and sales.
A slippery slope you’ve seen much too often:
Employee tardiness,
absenteeism and turnover appear to be a perpetual problem that
doesn’t seem to be getting any better (in spite of the state of the
economy). Many companies report annual turnover above 300% while
costs to hire and train a replacement range from $5,000 to $15,000.
It usually starts with a relatively new employee and being tardy is
the first sign of trouble, then an unexcused absence or two, then a
write-up and shortly thereafter a termination or the employee just
doesn’t show up. Almost every conceivable approach has been tried
to solve these nagging problems; many have failed or have been
abandoned because of turnover by the very people who are managing
the program to lower turnover. Inevitably, a point of acceptance
becomes the norm and managers can be heard to make statements such
as “It’s just the nature of the business and we have to learn to
live with it.” This attitude only perpetuates the problem and the
cycle continues.
Before discussing on-line
games as a tool for improvements in these areas, there are a few
basic principles that must be dealt with. The biggest problem is
that many companies have given up and decided to live with the
problem. In that case, they are lost and there is no help for them.
For those organizations who have not surrendered to the problems
there is hope and I am convinced much can be done to significantly
improve the situation.
The wrong question to ask: “why do people leave?”
The first thing that can be done is for an organization to stop
focusing on why people are leaving and concentrate on why people are
staying. The first premise, why people are leaving, assumes that
there is something wrong with you and your organization and that
people are quitting to avoid an inherently noxious work environment.
If you assume this to be the case, you blame turnover on low pay,
apathetic supervisors, working conditions, and the basic nature of
the job itself. All these reasons imply a major organizational
change is necessary to make people like you and therefore not leave
you. While some improvements can be made in these areas, I suggest
you can reap a better return on your energy and investment by
considering the second premise/question, why are people staying with
you?
To focus on those who
don’t quit and stay with you is to take an approach that perhaps
there is very little wrong with your organization. Otherwise, how
do account for the fact that many employees stay with you and don’t
become a turnover casualty in spite of all the things that are
allegedly wrong with your organization? Here’s an example of what
I’m talking about. When I talk to managers who bemoan their high
turnover problems, I always ask them if there are any job incumbents
who have adequately performed their jobs for a reasonable period of
time in spite of the deplorable work environment. I usually get a
reply of “Sure, there are.” Then I ask what differentiates them
from their co-workers who quit? This usually elicits a puzzled
expression and a question, “What do you mean?”
I am saying that if you
can understand the characteristics and nature of those who
successfully remain on your “miserable” jobs, you could hire more
people like them. Birth is easier than resurrection. I
respectfully suggest that it is far easier to change who you hire
than it is to change your organization.
This concept of matching
people to jobs was thoroughly researched in the 1950s by a
little-known but brilliant social scientist, Patricia Cain Smith.
The basic conclusion of her work was there is no such thing as an
inherently bad job; rather there are people who don’t adapt well to
certain types of tasks. In other words, the key to a mutually
beneficial work relationship is to understand the basic nature of
the job, incumbents who are successful at it, and to hire people
with characteristics similar to the successful job holders.
This begs the question,
how do you discover, define and measure the profile of a person who
stays with you? The answer is thorough a criterion validity study
which statistically compares the biographical (not personality)
characteristics of satisfactory job incumbents versus those similar
employees who abandon their jobs.
Sometimes this process is
referred to as the weighted application blank or WAB. This
procedure and its effectiveness are the subject of a book I wrote,
“Bet on Cowboys, not Horses” which can be purchased at the Amazon
and Barnes and Noble websites. The process will yield a series of
organizational specific empirical weights which can be aggregated to
form a scale to predict the probability of a person being a long
tenure hire. Note that in figure one there is a significantly
higher probability in the good range of scores than in the poor
range. So, hire only applicants who score in the good range because
they most closely match you successful incumbents.
Before
we examine the role of incentive rewards as a tool for controlling
employee turnover, tardiness and absenteeism, there is a new concept
to consider, online games. Games are now being played as a method of
enhancing training, social relationships and productivity. The
early measurable results have almost all been positive and now there
is even an academic society, DIGRA (Digital Games Research Academy),
devoted to the study of understanding workplace game-playing. A
pioneer in the research of workplace games is Dr. Jeffrey
Goldstein. He reports that “workers who played online games were
more likely to be better performers and have a more positive job
attitude.”
Games of skill vs. games of chance (the awesome power of random
intermittent reinforcement):
There are two basic types of online games, those of chance and those
of skill. Most managers who first consider the integration of the
games usually think of games of skill. While there is some value to
these games, there are two significant problems with them.
Skill-based games favor a player (usually younger) who has
considerable previous experience with these types of online games.
While the skill game is motivational to the experienced gamer, it
is discouraging to the non-experienced game player. In most
environments this is not acceptable. The other problem is games of
skill usually require more time to play. On the other hand, games
of chance such as a roll of the dice, spin of the wheel, pull the
lever, a raffle drawing, etc. take little time, favor all players
equally without regard to skill requirement and still provide the
excitement and engagement of skill games. Games of chance harness
the enormous power of random intermittent reinforcement. They
reinforce the achievement and inject excitement into the
accomplishment of a goal by generating a random (but controlled)
outcome!
The reward is not the game; it’s the opportunity to play a
game:
I am convinced that the future of online games lies within the games
of chance as opposed to games of skill. Think about it from this
perspective, games of skill disproportionately reward those who have
good game skills while games of chance can reward fairly those who
have met organizational goals. Further, think about some of the
reasons online games are useful.
-
They provide
recognition for job performance
-
They create
excitement
-
They can
motivate people to perform tasks to be rewarded with a game
opportunity
-
They can
provide people with desired rewards
Most importantly games
with random output can be used as incentives to drive workplace
behaviors that reduce employee turnover, tardiness, absenteeism and
increase sales.
To accomplish this, I am
suggesting that behaviors which can improve employee turnover,
tardiness, absenteeism and sales be immediately rewarded with
“tokens” which can initiate an on-line game which yields random,
intermittent (but controlled) outcomes. Random, intermittent
reinforcement (outcomes which vary in strength and frequency) is
reported by Aubrey Daniels, a well known behavioral psychologist, to
be the most powerful reinforcement available to encourage the
repetition of good behavior. The model is relatively simple.
While
figure 2 is relatively straightforward, the impact on human behavior
cannot be overstated. There are four critical aspects to consider
to make this model effective in an organization.
1)
Little behaviors lead to the accomplishments of big behaviors. For
example, you will get better results by granting rewards to a
student for completing daily homework than by giving them a large
reward at the end of the semester for receiving a satisfactory
grade. There are some good applications of this principle when it
comes to reducing employee turnover, tardiness and absenteeism.
2)
The more immediate the reward, the more powerful it is. This
principle has been a missing link in the majority of incentive plans
I have examined. Most of these programs offer large incentives
(cameras, trips, watches) as rewards for the completion of a large
goal (remember daily homework, not the four month grade). I think
this “Big Reward” phenomenon has become engrained in the corporate
structure because heretofore, without the Internet and its virtually
unlimited capabilities, it was not possible to do otherwise.
3)
For a reward to be a motivator, it must be something the recipient
desires. The lack of adherence to this principle has compromised
the effectiveness of most traditional incentive and reward programs
as most administrators erroneously assumed that employees wanted
merchandise, trips, etc. My experience has been just the opposite.
An analysis of millions of dollars in incentive redemptions in call
centers revealed that the vast majority of recipients preferred
putting funds onto a debit card (fixed amount or refillable).
Note
that less than one percent of redemptions were for merchandise or
items with company logos. This is good news for managers because of
the fact that “game point winnings” can now be converted to
re-loadable or fixed value debit cards such as now provided by VISA
and MasterCard and instantly redeemed or accumulated for whatever
the recipient wishes.
4)
Increased positive behavior increases morale and job satisfaction.
This is an often overlooked principle of human motivation. Most
people assume that the relationship is just the opposite. With this
mindset, they will try to get people “pumped up” and hope that
things will get better. Yet, workplace psychologists have known for
years that people who perform better (stimulated and reinforced)
will nearly always achieve a higher level of morale and/or job
satisfaction. I emphasize that morale (and lower job turnover) is a
result of achieving positive behaviors, not the result of a
pre-behavior “pep talk.”
Games
and turnover, tardiness & absenteeism applied in the real world:
As all of this relates to employee turnover, tardiness and
absenteeism, it must be set in the framework of all effective and
influential stakeholders: recruiting and hiring managers,
supervisors, co-workers and the actual employee. This is depicted
in Figure 4
The basic procedure is
1. Set
measurable goals.
2. Identify
small behaviors for each stakeholder
3. Reward
those behaviors with game tokens
4. Allow
people at their own discretion to convert game winnings to a stored
value debit card and use the card to purchase what they want at
millions of locations
5. Measure
results
I have worked with
hundreds of organizations to help them lower employee turnover,
tardiness and absenteeism. The results of many of these studies are
reported in my book, “Bet on Cowboys, not Horses.” Every
organization I worked with had major problems with the way they
reported turnover statistics. When I asked them what their turnover
rate was, they always gave an annual statistic such as 125% per
year. To do this is to put the focus on a large and remote goal.
Companies would be better served to measure turnover in much more
immediate terms. For example, one week, four weeks, etc. If you
improve your turnover rate, your four-week retention will improve
and hopefully so will your yearly rate.
Remember,
if your child completes their daily homework, they are much more
likely to make an “A” in the class.
Also, early and often
reinforcement of tenure accomplishes two significant advantages.
One, it makes supervisor accountability more manageable. It is
much more difficult to make excuses for one month’s turnover results
for one year’s results. Two, early tenure reinforcement will help
new hires to survive the inevitable stress of the new job.
The new job phenomenon was
measured and reported on by psychologists at the prestigious
Menninger clinic in Topeka, Kansas. The conclusion of their
research was that any major life change, a new job certainly meets
that requirement, will always be met with early disillusion and even
depression. In the case of a new job, an all too common coping
strategy is to quit as the situation appears to be hopeless to the
fragile new employee. Yet, the Menninger psychologists conclude
that the initial “blues” brought on by the life change to the new
job nearly always diminishes and even improves with the passing of
time. So anything which can be done to help the new employees get
through the early “blues” will invariably increase the chances that
they will hang in there and become a long-term productive employee.
Games and rewards can do this.
For
example, suppose you establish an accomplishment and rewards
schedule similar to the following:
Behavior – new employee
shows up for work first day
Employment supervisor: 5 game tokens
New employee: 15 game tokens
Note: a computer program can
control the average payout of a game token. For example, any game
token can yield/win a point value between 2 and 5,000, but the
average will be 10 points.
Behavior – New employee
completes training
Employment supervisor: 10 game tokens
Training supervisor: 20 game tokens
New employee: 50 game tokens
Note: training classes are an
excellent opportunity to reward the new employee with game tokens
for a wide variety of accomplishments. To do so is to provide early
reinforcement which in turn enhances the likelihood that the new
employee will remain on the job long enough to transcend the blues
stage.
Behavior – New employee
has finished training and now completes one week on the job,
Employment supervisor: 20 tokens
Training supervisor: 40 tokens
New employee: 100 tokens
Supervisor: 75 tokens
Work group member: 10 tokens
There are two very significant patterns in this example: increased
number of tokens given for the next event and decreased frequency of
distribution! These patterns are the key to successfully hurtling
the trough of “the blues” that is inherent within the New Job Morale
Curve. Similar tokens and rewards could be given for other tenure
achievements such as 1 month, 3 months, 6 months, etc.
Perhaps the most important behaviors to be identified and rewarded
are those that deal with work group inclusion. This is consistent
with the approach to employee turnover which focuses on why people
stay on the job not why people leave it. Study after study has
concluded that at the lower organizational levels, people remain on
the job because they do not want to terminate meaningful and
important social relationships with co-workers. Hence anything that
establishes and nurtures job social bonds can only improve the
turnover problem. With that in mind, here are a few behaviors which
should be rewarded with game tokens:
-
Everyone who introduces themselves to the new employee on the
first day of work
-
To co-workers and supervisors who take a coffee break or go to
lunch with the new employee
-
To co-workers who car pool with the new employee
-
To co-workers who bring cookies to work. This implies
nurturing, sharing and bonding
-
To employment and training supervisors who visit the new
employee to see how things are going
-
To supervisors, managers, and co-workers who write personal
welcome notes or email to the new employee
-
To co-workers who refer a potential new hire. It is a well
established principle new hires that were referred by existing
employees are much more likely to be successful as employees. I
think it is possible to segment this behavior into smaller
related behaviors, for example,
-
The referral itself. (Even if the referral was not hired)
-
Getting attendance at an open house for prospective employee
-
Employment of the referral
-
Various start and extended anniversary dates
-
To all group members when the new employee reaches a critical
anniversary date such as 60 days.
-
Attendance at extra-curricular events such as open houses,
picnic, parties, luncheons, etc.
These are just a few of
the incentive and reward ideas I have that are related to employee
turnover. Undoubtedly, there are many more behaviors creative stake
holders can develop.
Employee turnover,
tardiness and absenteeism are not inevitable and those organizations
who view them as such are condemned to live with it and experience a
myriad of compounding consequences on organizational stability and
effectiveness. The cycle can be stopped and reversed with focused
attention and incentives now available via the Internet. The steps
required to do this are relatively simple and straightforward.
1.
Refuse to accept turnover, tardiness and absenteeism as the nature
of the job
2.
Identify and reward small behaviors that will improve the situation
3.
Reward stake holders with incentives they really want, not what you
think they want
4.
Involve all related stake holders
5.
Utilize the power of random reinforcement: games.
6.
Use the data from the incentive system to create pertinent,
real-time reports and hold managers accountable
7.
Use the data to continually reevaluate and adjust the system
Finally, I think it is
important to note that high turnover, tardiness and absenteeism are
not problems that can be fixed and then neglected. If that is the
prevailing attitude, they will recur quickly and once again your
organization will be faced with the frustrating consequences. It
requires constant and vigilant attention. It must become engrained
in your corporate structure just as any other critical metric such
as ROI, profitability, etc.
The ideas and concepts I
have stated are solid and all are based in the best conclusions of
legitimate academic research. If properly and permanently
incorporated in a high turnover, tardiness and absenteeism
environment, they will begin to shift the paradigm in the value
system of an organization in which too many incumbents view as one
to escape. The new value can become “this is a group I don’t want
to leave.” Wouldn’t that be great?
Brooks Mitchell is Professor Emeritus of Management at the
University of Wyoming and Founder and CEO of Snowfly, Inc. a
workplace game software company. He is the author of numerous
articles and books relating to people at work. Snowfly is a
provider of Internet based employee incentive and loyalty programs.
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