Citations and References For Our Series: Our Ultimate Guide To Reduce Employee Turnover and Increase Retention

Sources & References

We have put together a massive guide to Human Resources Consulting tips and tricks regarding employee turnover and retention.  Below are the sources for our statistics and factual statements in every article and su-topic.  If you are an HR consultant and you reference our articles or any of the statistics, be sure to cite the proper original source as well.  All information is used under the Fair-Use.

  1. "Reduce Employee Turnover," Oracle NetSuite, accessed January 18, 2024,
  2. "Reduce Employee Turnover Cost," BusyBusy, accessed January 18, 2024,
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  4. "How Much Does Employee Turnover Really Cost Your Business?," G&A Partners, accessed January 18, 2024,
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  15. Casey, J. (2022). How "the hunt for red bugs" incentivized better code quality. Software Engineering Daily.
  16. Gallo, A. (2016). How REI uses behavioral science to turn employees into recruiters. Harvard Business Review.
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  22. Murphy, C. (2022). How gamification drives learning program completion rates. Training Magazine.
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  25. Wasserman, N. (2012). The problem with bonuses. Harvard Business Review. 
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  27. Zichermann, G., & Cunningham, C. (2011). Gamification by design: Implementing game mechanics in web and mobile apps. O'Reilly Media, Inc.
  28. Kumar, J., & Raghavendran, S. (2015). Gamification, the finer art: fostering creativity and employee engagement. Journal of Business Strategy, 36(6), 3-12.
  29. Mekler, Brühlmann, F., Tuch, A.N., & Opwis, K. (2017). Towards understanding the effects of individual gamification elements on intrinsic motivation and performance. Computers in Human Behavior, 71, 525-534.
  30. Sailer, M., Hense, J., Mayr, S., & Mandl, H. (2017). How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction. Computers in Human Behavior, 69, 371-380.
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  32. Majuri, J., Koivisto, J., & Hamari, J. (2018). Gamification of education and learning: A review of empirical literature. Proceedings of the 2nd International GamiFIN Conference.
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  38. Grossman, D. (2018, January 25). 70% increase in engagement with Fitbit app challenges. Bunchball. post/4453964
  39. Dale, S. (2014). Gamification: Making work fun, or making fun of work? Business Information Review, 31(2), 82-90.
  40. Ashbrook, D. (2011, November 13). Play to win! How DuPont inspires safety excellence through gamification. The Verdantix Blog.
  41. Mohan, A. (2016, March 1). Cognizant engages employees through gamification. Economic Times. cognizant-engages-employees-through-gamification/articleshow/51208965.cms?redirect=1
  42. Kapp, K. M. (2012). The gamification of learning and instruction: Game-based methods and strategies for training and education. John Wiley & Sons.
  43. Suh, A., Wagner, C., & Liu, L. (2017). Enhancing User Engagement through Gamification. Journal of Computer Information Systems, 57(3), 204-213.
  44. Xi, N., & Hamari, J. (2019). Does gamification satisfy needs? A study on the relationship between gamification features and intrinsic need satisfaction. International Journal of Information Management, 46, 210-221.
  45. Johnson, D., Deterding, S., Kuhn, K. A., Staneva, A., Stoyanov, S., & Hides, L. (2016). Gamification for health and wellbeing: A systematic review of the literature. Internet Interventions, 6, 89-106.
  46. Hyrynsalmi, S., Smed, J., & Kimppa, K. K. (2017). The Dark Side of Gamification: How We Should Stop Worrying and Study also the Negative Impacts of Bringing Game Design Elements to Everywhere. In Proceedings of the 1st International GamiFIN Conference.

If you are looking for Our Ultimate Guide To Employee Turnover

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Table of Contents:


Employee Turnover Main Article


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