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Reaching for the Stars: Who Pays for Talent in Innovative Industries? FREDRIK ANDERSSON, CORNELL UNIVERSITY, MATTHEW FREEDMAN, UNIVERSITY OF MARYLAND, – PowerPoint PPT presentation

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Title: Fredrik Andersson, Cornell University,


1
Reaching for the Stars Who Pays for Talent in
Innovative Industries?
  • Fredrik Andersson, Cornell University,
  • Matthew Freedman, University of Maryland,
  • John Haltiwanger, University of Maryland and
    NBER,
  • Julia Lane, NSF
  • Kathryn Shaw, Stanford University and NBER

2
Focus of paper
  • What is the link between product market and labor
    market?
  • Theory of innovation-based theory of production
    creates implications for the structure of
    earnings.
  • This paper examines how firms recruit, motivate
    and retain talented workers in a particularly
    innovative industry software.
  • We examine the relationship between the variation
    in the returns to innovation and the variation in
    compensation.
  • Product innovation in the software industry is
    very closely tied to the talents of the
    workforce.
  • Software industry is characterized by skewed
    returns successful innovations can produce an
    enormous payoff to the firm, while failed
    products can lead to large losses. Also skewed
    compensation structure.
  • Variance of product payoffs is very different in
    different segments of the industry.

3
Background Point 1 Firms pay a lot for star
software workers
4
Background Point 2 Stars earn more with
experience(or the variance of pay rises,
comparing the distribution of Beginning-of-Spell
End-of-Spell Earnings)
5
Background Point 3 There is a high variance to
the gains to innovation in the software industry
(Table 2 Top Video Games, Ranked by 2007 Sales
Revenues)
Game Producer Units Sold (millions) Price/unit Sales (million)
Halo 3 Xbox 360 Microsoft 4.82 59.99  289.15
Wii Play w/remote Wii, Nintendo 4.12    49.99  205.96
Call of Duty 4 Xbox 360, Activision 3.04 59.99  182.37
Guitar Hero III Legends Of Rock w/guitar PlayStation Neversoft/Budcat/Activision) 2.72 89.99 244.77
Super Mario Galaxy Wii, Nintendo 2.52   49.99  125.97
Pokemon Diamond DS, Nintendo 2.48     34.99  86.78
Madden NFL 08 PS2 Electronic Arts 1.9 29.99  56.98
Guitar Hero II w/guitar PS2 Activision 1.89    89.99  170.08
Assassin's Creed Xbox 360 Ubisoft 1.87 59.99  112.18
Mario Party 8 Wii Nintendo 1.82   49.99  90.98
6
Paper Objectives Linking the Background Points
  • Hypothesis firms operating in product markets
    with high payoff dispersion will hire and reward
    stars more.
  • We test this hypothesis using employer-employee
    matched data from the software industry

7
Paper Objectives
  • Bigger picture
  • Labor economics The hypothesis is that the
    demand for innovation has pushed up the demand
    for and the wages of the most skilled knowledge
    workers, where skill is defined as the ability to
    innovate and solve problems.
  • Personnel economics We are connecting the firms
    product market strategy to its human resource
    management practices explaining why some firms
    choose practices of careful selection and high
    incentive pay and some firms do not. Few
    empirical studies have identified which firms
    gain from specific HR practices.

8
Model of Innovation Projects have a Payoff
Distribution (some projects have huge payoffs
some have losses)
9
What do star workers do in firms?
  • Stars are the innovative spark or creative talent
    that results in the success of innovative
    projects stars create or pick projects better
    than non-stars.
  • Stars reduce the false positives and false
    negatives in project outcomes they shift out the
    payoff distribution they accept fewer bad
    projects (false positives) and reject fewer good
    projects (false negatives).
  • The payoff gains for stars is lower in lower-risk
    payoff markets (PA2-PA1)gt(PB2-PB1)
  • ? firms in high variance product lines should
    hire more stars

10
Shifts in the Payoff Distribution Due to
Reductions in False Positive or False Negative
Errors
11
Advantages of Focusing on Software
  • High variance product payoffs
  • Knowledge workers are key inputs
  • Production function output is a function of
    personal innovation
  • Variance of product payoffs is very different in
    different segments of the industry
  • Industry contributes to economic growth

12
The Data Set
  • Employer-employee matched data, and
    product-matched data for software
  • Employee Data individual income from
    Unemployment Insurance quarterly data for all
    employees, for all employers, for the full
    universe of employers and employees for 10 states
  • Employer Data Firm-specific product revenue
    information for every software firm, from the
    Services Industry Economic Census of Software
    Publishing conducted every five years
  • N83,497 employees with 143,485 job spells
  • Advantages of the data income is all income from
    salary, bonuses, and exercised stock options, for
    all workers in all software companies
  • Disadvantages of the data no information on
    occupation or hours of work
  • Three data sets created
  • Employees who earn more than 50,000 a year and
    ages 21-44 ? N51,859
  • Those who also have complete firm information ?
    N26,726
  • A subset of these who are workers in software
    occupations in 2000 Decennial Census of
    population ? N2,638

13
The Measures
  • Focus on the software industry
  • Calculate product line payoff dispersion for each
    firm using the Census of Software Publishing for
    1997
  • Steps to calculate the product-specific
    dispersion of sales per worker for all firms
  • For each of the 30 product classes in software,
    using firms product line data, calculate the
    90/50 ratio of log of sales per worker
  • Examples of Product classes game and
    entertainment business graphics design layout
    software etc.
  • Given 90/50 for the 30 product classes, we create
    90/50 for each firm using the firms actual
    product sales mix weights
  • This product payoff dispersion measure reflects
    the firms actual product mix, but not its actual
    revenue. A firm with a high Product Payoff
    Dispersion measure is not necessarily a high or
    low performing firm, but rather has a product mix
    with a right skewed distribution of payoffs
  • Match all workers wages within all software
    firms to the Census data using the UI wage data
    for all individuals in the software industry (for
    ten U.S. states).
  • Wages are measured for all full quarters of
    earnings, including wages, bonuses, and exercised
    stock options.

14
Empirical Hypotheses
  • Primary hypothesis star talent is sorted into
    firms with a high payoff dispersion because these
    firms value the star skills of project innovation
    the most.
  • Testable hypothesis given that talent is
    unobserved, but wages are observed, we should
    find that the firms with the highest payoff
    dispersion should pay the highest wages, as
    talent sorts to those firms. These firms may
    also be offering incentive pay that raises effort
    the most.

15
Empirical Hypotheses
  • Auxiliary hypotheses
  • Wages should be more sensitive to the firms
    payoff dispersion for more highly skilled
    workers. In software companies, it is the top
    talent (or the brilliant programmers) who should
    be paid the most for their skills in the firms
    operating in product markets with high payoff
    dispersion.
  • The wage regression hypotheses should apply for
    workers at different experience levels, and for
    wage growth rates.

16
Empirical Specification
i indexes workers and j indexes firms
dependent variable is log quarterly earnings
for a worker observed at some point in employment
spell that is ongoing in 1997 (beginning, end,
one year prior to end, etc.) X is a vector of
worker controls including quadratics of tenure at
job (depending on when in spell earnings are
measured), tenure in industry, and age, fully
interacted with each other and with left and
right censoring dummies Z is a vector of firm
controls include a quadratic (log) firm
employment, dummies for firm age, firm growth,
and a dummy for whether firm is in a high
density, high education and industrially
diversified county. Z also includes log revenue
per worker and firm worker turnover. All firm
variables measured in 1997. Main variable of
interest Product line dispersion measure
reflecting actual product mix but not actual
revenue Remarks (i) Focus only on high skilled
software workers (50K) from age 21-44 (ii)
Revenue per worker control to abstract from rent
sharing explanations of findings (iii) Worker
churning to abstract from risk (of worker
turnover)
17
Tests
  1. Do firms operating in software sectors that have
    high variance payoffs pay higher wages? Is agt0?
  2. How does this affect earnings distribution? Is
    effect at 90th percentile gt 10th percentile?
  3. What is contribution of skill vs. effort (i.e.
    importance of screening)? Examine starting
    salaries
  4. How do firms structure compensation? Examine
  5. Experienced earnings including stock options (end
    of spell)
  6. Experienced salaries excluding options and
    bonuses
  7. Do firms reward loyalty? Examine within firm
    earnings growth vs. between firm growth.

18
1 and 2 a significant at 90th percentile not at
mean
19
3 Screening important a significant at 90th
percentile not at mean disappears with controls
20
4 How do firms structure compensation? Pay
talent more both options and salary
21
5 How do firms retain workers? Reward loyalty.
22
Summarizing Results
  • When firms operate in product markets that have
    high payoff dispersion rates, these firms pay
    higher wages than do other software firms
  • Starting salaries are higher in high payoff
    dispersion
  • Experienced-worker compensation is much higher in
    high payoff dispersion firms
  • Wage growth is higher
  • These conclusions are not sensitive to different
    measures of income, or to different subsamples of
    the data we also test occupation subsamples
  • More highly skilled workers, in higher wage
    quantiles, earn the most at high payoff firms)
  • Workers are also paid more when the firm
    succeeds firms with high sales per worker pay
    more

23
Interpreting the Wage Regression Results
  • Workers are paid for performance
  • highly skilled (or high effort) sort to high
    payoff dispersion firms highly skilled are paid
    more ex ante at these firms
  • when software firms perform well, workers are
    paid more ex post
  • The link between the firms payoff dispersion and
    wages suggests that workers are being paid for
    innovation.

24
Loyalty Pays
  • Wages rise with tenure, but more important
  • Workers in high payoff-dispersion firms have the
    highest returns to tenure within the firm. High
    payoff-dispersion firms do not pay job hoppers
    higher wages.
  • The most skilled workers have the highest returns
    to tenure in high payoff-dispersion firms.
  • The raw data shows that the vast majority of wage
    growth arises from within the firm, not hopping
    across firms (Figure 4)
  • ?Since most wage growth for workers comes from
    within job wage growth, we conclude that
    loyalty pays, and it pays the most in high
    payoff firms.

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Summary
  • Our general hypothesis is that product market
    strategy determines the use of a star strategy
    in pay and selection
  • Firms in higher-risk payoff product lines are
    more likely to pay higher wages hiring or
    building stars
  • Workers are paid for loyalty and performance
  • Workers achieve much higher wages (and wage
    increases) by staying with a firm rather than
    hopping between firms ? loyalty pays
  • Workers are paid for performance over time within
    firms that might succeed and within firms that do
    succeed
  • Our results suggest that labor demand has risen
    for workers who are skilled at innovating wages
    are high for workers in firms that value
    innovations the most.
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