Confidence Game
experimentation, because it involves the human personality. This thing, when used, is supposed to perform a definite personality change on the individual subjected.”

“How?”

“You know the theory of psychiatric therapy—the theory of shock treatment. The effect is some what similar, but a thousand times more effective.”

“What is the effect?”

“A gradual dissolving of inferiority influences, or inhibitions, from the personality. A clear mind resulting. A healthy ego.”

“And?”

“Confidence.”

Cutter stared at Quay's eyes, assimilating the information. “That's all very damned nice. Now where does it fit in with Cutter Products?”

Quay drew a notebook from his coat pocket swiftly. “You remember that efficiency check we had made two months ago—the rating of individual departments on comparable work produced?”

Cutter nodded.

Quay looked at his notebook. “All administrative personnel departments showed an average of—”

“Thirty-six point eight less efficiency than the skilled and unskilled labor departments,” Cutter finished.

Quay smiled slightly. He snapped the notebook shut. “Right. So that's our personnel efficiency bug.”

“Christ, I've known that for twenty years,” Cutter snapped.

“Okay,” Quay said quickly, alerting himself back to the serious effort. “Now then, you'll remember we submitted this efficiency report to Babcock and Steele for analysis, and their report offered no answer, because their experience showed that you always get that kind of ratio, because of personality differences. The administrative personnel show more inferiority influences per man, thus less confidence, thus less efficiency.”

“I remember all that,” Cutter said.

“Their report also pointed out that this inevitable loss of efficiency is leveled out, by proportionately smaller wage compensation. The administrative personnel gets [41]  approximately twenty-five percent less compensation than the skilled labor personnel, and the remaining eleven 
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