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International Journal of Selection and Assessment Volume 24 Number 1 March 2016

Examining Applicant Reactions to Different


Media Types in Character-based Simulations
for Employee Selection
Valentina Bruk-Lee*, Julie Lanz*, Erica N. Drew*,
Chris Coughlin**,†, Pamela Levine**,†, Kathy Tuzinski**,† and
Kimberly Wrenn**,†
*Florida International University, 11200 SW 8 Street, DM 256, Miami, FL 33199, USA. vblee@fiu.edu
**CEB, 555 North Point Center E#600, Alpharetta, GA 30022, USA

While the influence of technology and medium of assessment administration on applicant


reactions has been a topic for recent discussion, scant research has considered reactions to
various forms of media types in employee character-based simulations. In a series of two
studies, we focused on the influence of various media types on a variety of applicant reac-
tion criteria. In Study 1, we explored (1) differences in procedural justice perceptions and
company impressions between a text and 3D animated simulation, (2) spillover mechanisms
by which applicant reactions influences company perceptions, and (3) the influence of media
richness on perceptions of other assessments types within a battery. In a second study, we
focused on applicant reactions to and rankings of three media types (i.e., 2D animation, 3D
animation, and live-action video) in a character-based simulation. Our results indicated sup-
port for a mediated effect of procedural justice rules on company perceptions. Across stud-
ies, favorable reaction ratings and rankings for 3D animation and live-action video were
found.

1. Introduction Media-rich simulations can provide candidates with a


realistic job preview by mimicking the work pressures
he rise of technology has played an important role in inherent in the job and, at the same time, assess knowl-
T personnel selection as it has impacted the way in
which assessments are developed, utilized, and delivered
edge, skills, abilities, and other characteristics (KSAOs)
necessary for job. These can take on various forms,
to applicants. Where assessments used to be static text- including character-based simulations, desktop simula-
based paper-and-pencil, they are now interactive and tions, and virtual environment simulations (Hawkes,
media-rich, making computer-based testing (CBT) a pop- 2013). While media-rich simulations have been shown to
ular medium for test administration. Indeed, the growing explain incremental variance in performance above other
use of CBT has led to a variety of item innovations, such noncognitive predictors (Fluckinger, Dudley, & Seeds,
as more efficient scoring, new item response methods, 2014), scant research exists on the impact that media-
and the inclusion of multiple media types (see Parshall, richness can have on applicant reactions to assessment
Harmes, Davey, & Pashley, 2010 for a review). As such, batteries and to the hiring organization, as well as on
technology has facilitated enhanced realism, increased applicants’ preference for specific media types. This is per-
complexity, and higher engagement in modern day media- haps due to the rapid pace at which changes in the media
rich simulations used widely in personnel selection (Fet- content of these assessments have evolved, as well as the
zer & Tuzinski, 2013). complexity and costs involved in having various media-
rich versions of the same simulation available for research

CEB authors contributed equally to this work. purposes. Media richness, specifically, refers to the

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combination of audio and/or visual stimuli that can be pre- Schmitt (1997) reported higher ratings of job relatedness
sented through live-action video or animation (see La for a video-based assessment than a paper-and-pencil ver-
Torre & Bucklan, 2013, on multimedia). Media-rich simula- sion, albeit the former required the use of a paper book-
tions can vary in the percentage of time in which audio let to record answers. Indeed, the important distinction
and/or visual cues are present; however, character-based between the medium of administration (e.g., paper-and-
simulations like the ones used in this series of studies typi- pencil, CBT) and media types (e.g., video, animation) used
cally include one media-rich scenario per situational judg- has not always been clearly made in the applicant reac-
ment item that is generalizable across organizations and tions literature, a need that is now more relevant due to
jobs. From a production standpoint, there are various the growing media options available and facilitated by the
considerations in choosing live-action versus animation use of CBT (Bruk-Lee, Drew, & Hawkes, 2013). More
that range in cost, time, aesthetic requirements, and flexi- favorable applicant perceptions of face validity were
bility in adaptation (Hawkes, 2013). However, there are reported for a video computer-based SJT than for a
potential implications for applicant reactions that should paper-and-pencil and a text computer-based SJT of the
also guide this decision process. Given the timely need same content (Richman-Hirsch, Olson-Buchanan, & Dras-
and the gap in the existing research, we sought to address gow, 2000), hence highlighting the important influence
multiple questions in a series of two studies. In the first that media richness specifically can have on applicant atti-
study, we used a counterbalanced repeated measures tudes. Indeed, researchers have argued that video SJTs
design with random assignment to test for differences in produce stronger relationships with job performance
perceptions of job relatedness, opportunity to perform, because of their close resemblance to the criterion, which
and company perceptions across a text and 3D animated in turn increases the relevance of the test as a measure of
computer-based situational judgment test (SJT) (i.e., job performance (Lievens & Sackett, 2006). Research
character-based simulation) of the same content. This comparing innovative item formats (e.g., graphics, drag-
study also assessed the spillover of applicant reactions in and-drop items) to text only computer-based SJTs have
predicting company perceptions, as well as, the mediated also found that innovative items produce higher face valid-
path whereby justice rules impact company perceptions. ity than their text counterparts (Gutierrez, 2010). The
Third, we assessed whether the use of media-rich simula- use of 3D animation provides additional visual cues that
tions would impact applicant perceptions of other assess- resembles the job conditions and are not available in text
ment types. In the second study, we extend our findings only assessments. We, therefore, hypothesize that:
by comparing three types of media-rich (2D, 3D, and live-
action video) simulations and exploring differences in vari- Hypothesis 1 (H1): Perceived job relatedness will be sig-
ous reaction ratings within a working sample. nificantly higher for a 3D animated computer-based SJT
than for a text computer-based SJT of the same
content.
1.1. Applicant reactions to media-rich simulations
Organizational justice theory has fueled the applicant
reactions literature (see Gilliland, 1993). The theory con- 1.2. Opportunity to perform and media-rich
siders both applicant perceptions of hiring decision fair- assessments
ness (distributive justice) and the fairness of selection Given the relationship between procedural justice and
procedures (procedural justice), with much of the research important organizational outcomes (e.g., likelihood of
focusing on the latter. Specifically, Gilliland’s (1993) model accepting the job offer), inclusion of additional justice rules
proposes 10 procedural justice rules that are categorized from Gilliland’s (1993) model can be beneficial (Haus-
into three areas, including the formal characteristics of knecht, Day, & Thomas, 2004; Schleicher, Venkataramani,
the selection procedures (e.g., job relatedness), explana- Morgeson, & Campion, 2006). Findings suggest that oppor-
tions offered during the selection process (e.g., feedback), tunity to perform can be an important factor influencing
and interpersonal treatment (e.g., propriety of questions). fairness perceptions, especially when an applicant per-
Job relatedness comprises perceptions of face validity forms poorly and/or is rejected (Schleicher et al., 2006).
(the extent to which content of the selection procedure While an applicant’s perception of job relatedness is
is perceived to reflect the content of the job) and per- dependent on the referent job, opportunity to perform
ceived predictive validity (the extent to which the pro- refers to the perception that a selection procedure has
cedure predicts future job performance) (Smither, Reilly, provided a chance for the candidate to demonstrate their
Millsap, Pearlman, & Stoffey, 1993). Of the 10 rules, it is knowledge, skills, and abilities (KSAs). This distinction is
perhaps the most widely cited, particularly in relation to important because the two procedural justice rules are
the influence of technology on applicant reactions to not mutually exclusive. For example, a candidate may per-
selection assessments (Bauer, Truxillo, Mack, & Costa, ceive a work sample test as relevant to the job content
2011; Ryan & Ployhart, 2000). For example, Chan and and still have felt unable to demonstrate critical KSAs for

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job performance. Generally speaking, opportunity to per- ized assessments (Richman-Hirsch et al., 2000). However,
form has received limited attention in the applicant reac- research in the field of marketing and consumer behavior
tions literature with some exceptions (e.g., Konradt, has found that the use of visual components on a website
Warszta, & Ellwart, 2013; Schleicher et al., 2006). Bauer (e.g., images) produces more favorable perceptions of a
et al. (2011) suggested that technological advances in the corporation than the use of large blocks of text (Oh, Fior-
medium of assessment administration may impact reac- ito, Cho, & Hofacker, 2008).
tions of opportunity to perform. For example, Beaty, Daw-
son, Fallaw, and Kantrowitz (2009) reported favorable Hypothesis 3 (H3): Applicant perceptions of a company
opportunity to perform reactions associated with internet will be significantly more favorable for a 3D animated
CBT due to the flexibility of choosing a testing location computer-based SJT than for a text computer-based
and time. Similarly, Konradt et al. (2013) examined appli- SJT of the same content.
cant reactions to a Web-based selection process and
found that opportunity to perform ultimately influenced a In addition to expecting significant differences in com-
candidate’s desire to work for the hiring organization. pany perceptions, it is also likely that candidate reactions
However, to date, no published studies have considered of job relatedness and opportunity to perform will influ-
the influence of media types specifically on a candidate’s ence directly their view of the organization. According to
opportunity to perform reactions. Perhaps the closest has Rynes and Barber (1990), an applicant’s interactions with
been a study by Gutierrez (2011), who found that the abil- the organization may “spill over” to affect their later reac-
ity to control a computer mouse impacted opportunity to tions or decisions about the company. Indeed, Smither
perform reactions more when using a point-and-click item et al., (1993) reported a spillover effect whereby percep-
than a computerized-multiple choice item format, hence tions of job relatedness impacted a candidate’s likelihood
highlighting the influence of high fidelity innovative item of recommending the organization to others. Similarly,
types on applicant perceptions. Further, the additional Hausknecht et al.’s (2004) model of applicant reactions
ambient detail and information provided with the use of suggest that perceived procedure characteristics impact
3D animation is expected to be more engaging than a text attitudes and behaviors toward the organization directly
computer-based assessment, thus likely to influence a can- and indirectly through generalized beliefs of procedural
didate’s feelings regarding the opportunity to display KSAs. fairness. Their meta-analytic findings further suggest a sig-
Given the general preference for media-rich simulations nificant mean effect for both job relatedness and oppor-
(Bryant & Malsey, 2012; Richman-Hirsch et al., 2000), and tunity to perform with organizational attractiveness.
the limited findings associated with the preference for Indeed, empirical studies have supported a significant asso-
higher fidelity assessments, we hypothesize that: ciation between various measures of applicant perceptions
(e.g., user-friendliness, job relatedness) and multiple indica-
Hypothesis 2 (H2): Perceptions of opportunity to per- tors of company perceptions; however, assessments were
form will be significantly higher for a 3D animated either paper-and-pencil (e.g., Bauer, Maertz, Dolen, &
computer-based SJT than for a text computer-based Campion, 1998; Smither et al., 1993) or nonanimated
SJT of the same content. computerized assessments (e.g., Sinar, Reynolds, & Paquet,
2003; Wiechmann & Ryan, 2003). We extrapolate earlier
findings to media-rich simulations and hypothesize that:
1.3. Applicant perceptions of the hiring Hypothesis 4 (H4): Procedural justice perceptions of (a)
organization job relatedness and (b) opportunity to perform of the
The selection process is an important source of informa- 3D animated computer-based SJT will positively predict
tion for applicants. In fact, an organization’s policies, prac- unique variance in company perceptions.
tices, and procedures can be inferred from the selection Hypothesis 5 (H5): Overall procedural justice percep-
process (French, 1987). Candidate perceptions of an orga- tions will mediate the relationship between (a) job
nization may dictate an applicant’s acceptance of a job relatedness and company perceptions, as well as
offer and impact the formation of job attitudes after hire between (b) opportunity to perform and company per-
(Hausknecht et al., 2004; Ryan & Ployhart, 2000). Further, ceptions for a 3D animated computer-based SJT.
the loss of candidates from the selection process that may
have resulted from poor applicant reactions of the hiring
organization can result in high recruitment costs (see
Murphy, 1986). While the majority of studies supporting
1.4. The impact of animation on justice
these findings have been based on traditional forms of
perceptions of other assessments
assessments, there is limited support for the influence of Media-rich simulations are typically one of several types of
media-richness in the formation of positive organizational assessments included in selection batteries that are used
reactions, particularly as it relates to the use of modern- to make hiring decisions. For example, a media-rich

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simulation may be coupled with a cognitive ability test, 2.2. Procedure
biographical data, or personality measure. Ryan and Ploy-
hart (2000) raise the importance of considering the Participants were given an assessment battery including a
impact of one aspect of the selection process on its other set of proprietary measures that are commonly used to
components. This raises an important question: Do ani- make hiring decisions (a SJT, personality measure, and
mated computer-based simulations influence the pro- cognitive ability test), as well as, publicly available meas-
cedural justice perceptions of text computer-based ures of procedural justice and company perceptions. Par-
personality and cognitive ability measures when placed in ticipants were directed to the study using the Qualtrics
the same test battery? Indeed, reactions to personality online survey platform at two time points. In Qualtrics,
assessments have been more favorable when used participants completed the informed consent and were
together with cognitive ability tests, supporting a given information about the study. Participants were told
compensatory-evaluation process in which the perceived to imagine that they were applying for a retail job that
validity of a test in a battery is influenced by the validity of required them to sell merchandise such as furniture,
the others (Rosse, Miller, & Stecher, 1994). However, can motor vehicles, appliances, or apparel in a retail establish-
media-rich simulations have a similar effect by raising per- ment. Participants were also told that they would be
ceptions of job relatedness and opportunity to perform expected to perform daily tasks such as greeting custom-
when compared to text-based computerized tests? Based ers, recommend and select merchandise for customers,
on limited findings, we hypothesize that: and maintain records related to sales. After receiving this
information, participants were given a link to the global
Hypothesis 6 (H6): Perceptions of (a) job relatedness assessment firm’s testing platform website, where they
and (b) opportunity to perform for a personality completed the demographic information and the assess-
assessment will be significantly higher when included in ment battery. Using a within-subjects design, the assess-
a test battery containing a 3D animated computer- ment battery was comprised of two conditions: (A) a
based SJT than a text computer-based SJT of the same media-rich (3D) computer-based SJT, a personality test,
content. and a quantitative cognitive ability test; and (B) a text
computer-based SJT, a personality test, and a quantitative
Hypothesis 7 (H7): Perceptions of (a) job relatedness and
(b) opportunity to perform for a cognitive ability assess- cognitive ability test. Participants completed measures of
ment will be significantly higher when included in a test job relatedness and opportunity to perform immediately
battery containing a 3D animated computer-based SJT following each of the three assessments. Ratings of com-
than a text computer-based SJT of the same content. pany perceptions and overall procedural justice were col-
lected at the end of each completed battery at Time 1
and Time 2. Participants completed either A or B
at Time 1, and 7–10 days later were contacted to com-
2. Study 1 method plete Time 2 (participant response rate at Time 2 was
58%). The assessment battery was counterbalanced such
2.1. Participants that one group of participants was randomly assigned to
Four hundred and forty undergraduate students from a receive the AB condition, and a second group received
large research university in the southeast participated in a the BA condition. The number of participants in each con-
simulated hiring process for a retail position. The majority dition was roughly equal (AB 5 225, BA 5 215). The per-
of participants were female (65.5%). Participants were sonality and cognitive ability assessments were identical
Hispanic (75%), White (9.5%), Black or African-American across all administrations and no significant differences in
(8%), Asian (3.4%), and of two or more races (2.3%). The scores were found across conditions.
mean participant age of 21 years (SD 5 4.65) is relatively
congruent to a typical entry-level retail candidate, suggest-
2.3. Measures
ing that this sample is representative of the applicant pool
for retail positions. Approximately half of the participants 2.3.1. Situational judgment tests
reported being currently employed (46%). Additionally, Two SJT formats were used: (a) a 3D computer-based SJT
about half (53%) of the participants reported specific currently in use by a global assessment firm for selection
interest in obtaining a retail job within the next year. Par- purposes; and (b) a text computer-based-SJT that was
ticipants who reported having experience in retail (48%) developed solely for the purposes of this research study.
had an average tenure of 2.42 years (SD 5 2.57). Particip- The media-rich simulation used was a noncustomized ‘off
ants were incentivized with research credit in participating the shelf’ assessment that could be applied to a variety of
university psychology courses. To raise the stakes of the sales jobs across organizations. Assessment content was
simulated hiring situation, the top two performing partici- identical across SJT formats to provide for more accurate
pants were awarded with a $50 gift card at the end of the comparisons. Both versions of the SJTs depicted eight
study. scenarios that a retail sales associate would typically

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Applicant Reactions to Different Media Types 81

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encounter on the job and measured customer service 2.3.5. Company perceptions
effectiveness and sales effectiveness. Customer service Company perceptions (e.g., ‘Most people would like to
effectiveness refers to the extent to which the candidate work for this company’) were measured with 10 items
provides exceptional customer service and is character- from Highhouse, Lievens, and Sinar (2003). All items were
ized by displaying a genuine interest in the customer, pro- measured on a 5-point Likert scale from 1 5 strongly dis-
viding accurate information to meet customer needs, and agree to 5 5 strongly agree. Cronbach’s alpha reliability was
treating the customer with respect. Sales effectiveness .93 for both the 3D and text computer-based SJT.
refers to the extent to which a candidate seeks out
opportunities to make a sale and is characterized by per- 2.3.6. Personality
suasion, enjoyment in making a sale, and staying abreast of The Global Personality Inventory-Adaptive (GPI-A) (CEB,
sales and promotions. Before the SJT, participants read a 2010a) is a computer adaptive general assessment of per-
vignette that included a job description of an entry-level sonality for use in the selection and development of
retail position and a brief explanation of the scenario. In employees across a wide range of job levels and types.
the text version, participants read the character dialog The measure included eight dimensions of normal adult
from a script that appeared on their computer screen. In personality that are relevant to performance in a retail
the media-rich version, avatars acted out the scenarios in position, such as achievement striving, collaboration,
an embedded video. For example, in one scenario, an sense of duty, reliability, and thoroughness. Items within
employee is on the phone helping a female customer each dimension were comprised of two statements that
locate a pair of glasses at another store, and a male cus- represent different levels of the particular personality
tomer asks to be helped. The female customer rudely trait. Participants were instructed to select which of the
tells the second to wait his turn. In response to the scen- two statements were more descriptive of them. They
ario, participants were asked to indicate which of four were given an unlimited amount of time to complete this
behavioral options would be most and least effective to assessment. Given the adaptive format of the assessment,
employ. the next item was comprised of two additional state-
ments, selected using an updated trait level estimate
based on previous incumbent responses. Subsequent
2.3.2. Job relatedness sequences of statement pairs were selected in a manner
A four-item job relatedness subscale was adapted for use that maximized item information for the particular dimen-
from the selection procedural justice scale (SPJS) (Bauer sion. In variable length computer adaptive tests, such as
et al., 2001), such that items did not reference a specific this one, the test administration engine may be pro-
job title (a 5 .80 for 3D; .81 for text). Two items assessed grammed to end the test once a desired level of precision
perceived predictive validity (e.g., ‘Doing well on this test is reached for each individual’s theta score. The standard
means a person can do the job well’) and two additional error measurement threshold used in the GPI-A is .38,
items measured face validity (e.g. ‘It would be clear to which approximates a classical test reliability of .85 for
anyone that this test is related to the job’). The average each person on each of the personality traits.
correlation between them was .55. Items were measured
on a 5-point Likert scale from 1 5 strongly disagree to 2.3.7. Cognitive ability test
5 5 strongly agree. The Global Cognitive Index (GCI) (CEB, 2010b) was used
to measure problem solving and numerical skills ability.
This measure was provided in a variable length computer
2.3.3. Opportunity to perform adaptive format, and participants were given 3 min per
The four-item opportunity to perform subscale from the item to complete the assessment. As with the GPI-A, the
SPJS (Bauer et al., 2001) was used (a 5 .93 for 3D; .92 for standard error measurement threshold utilized in the
text). A sample item is ‘This test gives applicants the GCI was also .38.
chance to show what they can really do.’ Items were
measured on a 5-point Likert scale from 1 5 strongly dis-
agree to 5 5 strongly agree. 3. Study 1 results
Our first research goal was to compare applicant percep-
2.3.4. Overall procedural justice tions of job relatedness between the media-rich 3D anim-
The two-item procedural justice measure (a 5 .86) was ated computer-based SJT and text computer-based SJT
used (Smither et al., 1993) to measure overall perceived formats using a repeated measures design. Means, stand-
fairness of the 3D animated SJT. A sample item is ‘Overall, ard deviations, and correlations are reported in Table 1.
I believe that the examination was fair.’ Items were meas- We hypothesized that participants would report both:
ured on a 5-point Likert scale from 1 5 strongly disagree to (H1) higher job-relatedness scores and (H2) higher rat-
5 5 strongly agree. ings of opportunity to perform after taking the 3D

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Table 1. Means, standard deviations, and correlations for Study 1 variables
M SD 1 2 3 4 5 6 7
1. 3D SJT – Job relatedness 3.47 .75 (.80)
2. 3D SJT – OTP 3.34 .95 .54* (.93)
3. 3D SJT – Company perceptions 3.48 .72 .44* .39* (.93)
4. 3D SJT – Overall procedural justice 3.67 .87 .35* .32* .49* (.86)
5. Text SJT – Job relatedness 3.42 .77 .60* .41* .38* .29* (.81)
6. Text SJT – OTP 3.31 .94 .44* .55* .36* .27* .59* (.92)
7. Text SJT – Company perceptions 3.39 .72 .40* .37* .74* .36* .46* .44* (.93)
Note: * p < .01; OTP 5 Opportunity to perform. Alpha reliabilities are provided along the diagonal.

animated computer-based SJT than after taking the text


computer-based SJT. Overall, results regarding procedural
justice rating differences across SJT formats were conflict-
ing. A paired samples t-test was conducted to investigate
mean differences in participant ratings of job relatedness
and opportunity to perform across the two SJT formats.
A significant difference was found for job relatedness Figure 1. Study 1 mediation between job relatedness and company
between SJT formats, t(439) 5 1.61, one-tailed p 5 .05, perceptions by overall procedural justice for the 3D animated SJT.
d 5 .08. Participants perceived the 3D animated
computer-based SJT (M 5 3.47, SD 5.75) to be more job Results demonstrated that opportunity to perform and
relevant than the text computer-based SJT (M 5 3.42, job relatedness (b 5 .22 and .32, respectively) were signi-
SD 5.77). A significant group by main effect interaction ficant predictors of company perceptions (R2 5 .23,
was found, V 5.02, F(1, 438) 5 8.17, p 5 .00, which led us F(2,437) 5 63.43, p 5 .00), providing support for H4.
to test the hypothesis for each condition separately. A sig- The H5a predicted that overall procedural justice per-
nificant main effect was found for condition AB (t(224) 5 ceptions would mediate the relationship between job
3.27, p 5 .00) where the 3D animated computer-based relatedness and perceptions of the company. Consistent
SJT was perceived to be more job relevant, but not for with recent scholarship (MacKinnon, Lockwood, & Wil-
condition BA (t(214) 5 2.88, p 5 .38). Results indicated liams, 2004), this model was tested using a bootstrapping
that when candidates viewed the 3D animation computer- method for deriving indirect effects and standard errors.
based SJT first, the contrast effect was greater than when Bootstrapped confidence intervals (CIs) were bias-
they first viewed the text computer-based SJT. corrected and accelerated at 95% CIs around the effects
No significant difference was found for opportunity to using model 4 of the SPSS macro called PROCESS devel-
perform between formats, t(439) 5 .56, one-tailed oped by Preacher and Hayes (2004; see Preacher &
p 5 .29, d 5 .03. Order effects were present, however, Hayes, 2008). The overall model was significant and
such that participants rated the first simulation presented accounted for 32% of the variance in company percep-
to them higher, V 5.05, F(1, 438) 5 20.69, p 5 .00, per- tions, p 5 .00 (see Figure 1). The bootstrapped indirect
haps due to the novelty of the task. Alternatively, they effect through overall procedural justice perceptions was
may have experienced fatigue effects upon completing the significant (B 5 .12, SE 5 .03, p < .05; 95% CI: L 5 .08;
simulation the second time, even though a time gap U 5 .18). Overall procedural justice partially mediated this
existed between conditions. H2 was not supported. relationship such that participants who felt that the con-
A paired samples t-test was conducted to evaluate dif- tent of the 3D animated computer-based SJT was related
ferences in company perceptions between SJT formats to the job reported higher overall perceptions of justice,
(H3). Participants reported more positive company per- which had a positive impact on their perceptions of the
ceptions after taking the 3D animated computer-based company. Hypothesis 5a was supported.
SJT (M 5 3.48, SD 5.72) than after completing the text Similarly, H5b predicted that the relationship between
computer-based SJT (M 5 3.39, SD 5.72); t(439) 5 3.37, ratings of opportunity to perform on the 3D animated
one-tailed p 5 .00, d 5 .16. As expected, a group by main computer-based SJT and perceptions of the company
effect interaction was not significant, V 5 00, F(1, 438) 5 would be mediated by overall procedural justice percep-
.25, p 5 .62, indicating that order effects were not pres- tions. The overall model was also significant and
ent. H3 was supported. accounted for 30% of the variance in company percep-
A multiple regression was employed to determine if tions, p 5 .00 (see Figure 2). Overall procedural justice
procedural justice perceptions (job relatedness and partially mediated the relationship between opportunity
opportunity to perform) of the 3D animated computer- to perform and company perceptions, and the boot-
based SJT predicted positive company perceptions (H4). strapped indirect effect through overall procedural justice

International Journal of Selection and Assessment C 2016 John Wiley & Sons Ltd
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empirical work in this area has been limited to compar-
isons of live-action video and paper-and-pencil, oftentimes
confounding media type and medium of delivery. This
study contributed to the literature by: (1) investigating dif-
ferences in procedural justice perceptions and company
perceptions across two computer-based SJTs of the same
Figure 2. Study 1 mediation between opportunity to perform and content varying in media type (i.e., text and 3D anima-
company perceptions by overall procedural justice for the 3D tion), (2) assessing the spillover of justice perceptions on
animated SJT.
company perceptions specifically for a 3D animated SJT,
and (3) testing for the influence of media richness on the
perceptions was significant (B 5 .10, SE 5 .02, p < .05;
applicant reactions of personality and cognitive ability
95% CI: L 5 .06; U 5 .14). Hypothesis 5b was supported; tests administered in the same battery of assessments.
participants that felt that the 3D animated computer- The use of 3D animation resulted in more favorable
based SJT gave them an opportunity to show their skills perceptions of job relatedness. The added visual cues,
reported more positive overall procedural justice percep- ambience details, and context provided by the animation
tions, which had a positive impact on their perceptions of proved beneficial in shaping perceptions of face and pre-
the company. dictive validity, particularly when participants were
Paired samples t-tests were conducted to compare exposed to this media-rich format first. Given the large
applicant reactions of job relatedness (H6a) and oppor- percentage of participants in our sample with retail ex-
tunity to perform (H6b) of the personality assessment perience, even a small effect size like the one found here
across the 3D animated computer-based SJT and a text provides support for the robustness of the finding. That
computer-based SJT. The personality assessment was not is, the participants’ prior retail experience likely also
perceived as more job related when presented in a bat- increased their perceptions of job relatedness for the
tery that included the 3D animated computer-based SJT written text computer-based SJT as they would be able to
(M 5 3.18, SD 5.87) than the text computer-based SJT appraise the scenarios as being relevant to the job even
(M 5 3.12, SD 5.97), t(439) 5 1.42, one-tailed p 5 .08, without the added media.
d 5 .07. However, scores of opportunity to perform were Ratings of opportunity to perform did not significantly
higher for the personality assessment given within the 3D differ across the text and 3D animated computer-based
animated computer-based SJT battery (M 5 3.23, SJT. Perhaps prior job relevant experience aided the for-
SD 5.96) than the text computer-based SJT battery mation of participant attitudes toward both versions of
(M 5 3.13, SD 5 1.05), t(439) 5 2.24, one-tailed p 5 .01, the assessment, irrelevant of the added media richness of
d 5 .11. H6 was partially supported. the 3D version. More importantly, however, this raises an
Lastly, H7 predicted more positive perceptions of job important issue that has been discussed by media-rich
relatedness (H7a) and opportunity to perform (H7b) of a simulation developers regarding the distinction across
cognitive ability test given within the same battery as the types of simulations (see Fetzer & Tuzinski, 2013). While
3D animated computer-based SJT than the text character-based simulations, such as the one used in this
computer-based SJT. There were no significant differences study are increasingly popular in employee selection, they
in ratings of job relatedness (M3D 5 2.97, SD3D 5.96; are distinct from desktop simulations and virtual
Mtext 5 3.04, SDtext 5 .91) or opportunity to perform environment-based simulations (Hawkes, 2013). The lat-
(M3D 5 3.09, SD3D 5 1.00; Mtext 5 3.05, SDtext 5 1.02) of ter two recreate the working environment to varying
the cognitive ability test across test batteries, degrees of virtual reality aided by animated media com-
t(439) 5 21.52, one-tailed p 5 .07, d 5 2.07, and ponents that differ in their richness. As such, desktop and
t(439) 5 .82, one-tailed p 5 .21, d 5 .04, respectively. H7 virtual environment-based simulations more accurately
was not supported. reflect simulated work samples (e.g., a call center simula-
tion; managerial inbox exercise). Consequently, our find-
ings suggest that while a 3D animated character-based
4. Study 1 discussion simulation did not increase perceptions of opportunity to
perform when compared to its text only counterpart, the
Organizations have seen a 10-fold increase in the use of use of other types of media-rich simulations are likely to
character-based media-rich simulations in their selection result in different findings given that they actually provide
procedures in recent years (Hawkes, 2011). From a prac- an opportunity for the applicant to use their KSAs in a
tical viewpoint, the use of media-rich SJTs creates effici- simulated context.
encies in the cost and time involved in customer branding, The influence of media use on applicant recruitment
as well as makes customizations to off-the-shelf simula- efforts have focused on the characteristics of media (e.g.,
tions more feasible. The influence of 3D animation on interactivity and vividness) in conveying organizational
applicant reactions remains a novel topic as the published messages through websites or other mediums (see Allen,

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Van Scotter, & Otondo, 2004). In the context of applicant or conscientiousness for a specific screening technology,
reactions, our findings suggest that 3D animation used in research looking specifically at variations in media rich-
selection assessments can enhance applicants’ perceptions ness is lacking. Further, ad hoc analyses of our data indi-
of the organization, including their desire to work for the cated that cognitive ability and adjusting to change were
hiring company and their perceived reputation. Consist- significant predictors of company perceptions above and
ent with Hausknecht et al.’s (2004) model, the overall for- beyond procedural justice characteristics, but no discerni-
mation of procedural justice perceptions partially ble pattern of prediction was found for reactions to the
mediated the relationship between procedural justice 3D or text SJT. This is consistent with recent findings by
characteristics (i.e., job relatedness and opportunity to Honkaniemi, Feldt, Mets€apelto, and Tolvanen (2013) con-
perform) and company perceptions. Our findings add to cluding that individual difference variables impact percep-
the existing research demonstrating support for the spill- tions of overall fairness more so than reactions to specific
over effect (Smither et al., 1993) of a 3D simulated assessments.
character-based simulation on important outcomes of the While Study 1 generally supports favorable applicant
selection process. reaction outcomes for a 3D animated SJT, widely used
Further, post-test ratings of job relatedness were not selection simulations vary in the type of media they
higher for the personality test, although ratings of oppor- employ. Our research, thus, raises additional question
tunity to perform were. In both conditions, the particip- regarding the general preference for different media
ant completed the personality and cognitive ability tests, types. Indeed, Chan and Schmitt (2004) suggested that
in that order, after the SJT version. Recent research newer technologies would create interest in reaction cri-
expanding applicant reactions to selection procedures has teria that we have not previously examined. Con-
found evidence that psychological factors such as personal sequently, Study 2 focuses not only perceptions of job
control, and stability have a significant impact on applicant relatedness, but also on applicant ratings of engagement in
perceptions of fairness (Ababneh, Hackett, & Schat, the selection process, as well as, rankings of test prefer-
2014), hence other mechanisms beyond the system char- ence, realism, and overall impressions of the hiring organ-
acteristics of the selection process may play a role in ization across the same character-based simulation using
applicant reactions. Nonetheless, our results indicate that either 2D animation, 3D animation, or live-action video.
the use of media-rich simulations may help shape applic-
ant’s beliefs regarding their opportunity to perform in a
personality test. These findings raise an interesting ques- 5. Study 2
tion: does the media component provide clues as to the
type of personality traits that would be needed for the The choice among media types used to develop a
job, and hence, influence the test taker’s perception of character-based simulation is often made with several
control in displaying such traits? practical considerations, such as cost and production time
The inclusion of 3D animated media did not impact in mind (Hawkes, 2013). The availability of several off-the-
post-test ratings of procedural justice rules for the cognit- shelf animation software packages, however, has made the
ive ability test, however. As previously shown, post-test use 2D and 3D animation grow in popularity among
reactions to cognitive ability tests are rather influenced by assessment developers. Two-dimensional animation is
the applicant’s appraisal of their test performance (Chan, characterized by flat-looking characters while 3D anima-
Schmitt, Sacco, & DeShon, 1998), hence it appears that tion provides greater depth and character definition that
the added media did not influence in this regard. Further, can appear caricatured or realistic (see Bruk-Lee et al.,
as was the case with reaction ratings for the personality 2013). Live-action video, on the other hand, captures real
test, the study was limited in considering post-test differ- people in actual behavior, hence benefiting from the dis-
ences across conditions only. play of movements and expressions that appear more nat-
As testing for the role of individual level traits on applic- ural. These distinctions are important as the depth of the
ant reactions was not a central goal of this study, Study 1 visual image has been related to its quality (Steuer, 1992).
used a repeated measures design which allowed each sub- To date, no other published research has investigated
ject to act as their own control. Nonetheless, future applicant reactions among working adults to these three
research should consider the influence of cognitive ability forms of media using the same character-based simulation
and personality facets in predicting reactions to media (i.e., SJT) content. Indeed, the most closely related
rich simulations. Bauer, Truxillo, Paronto, Weekley, and research has focused on the impact of 3D animation use
Campion (2004), for example, tested the interaction on viewers’ attitudes and behaviors from a computer-
between individual level variables and technologically graphic perspective, and only a handful of unpublished
enhanced screening methods in predicting various applic- studies focused primarily on employment related simula-
ant reactions of fairness, organizational attractiveness, and tions and contexts.
job pursuit intentions. While their results, overall, did not Of these, Hawkes (2012a, 2012b) cites an ‘uncanny val-
indicate preferences by applicants high on cognitive ability ley’ (Mori, 1970) to explain reactions to animated

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characters (see Bruk-Lee et al., 2013). According to Mori although, as earlier noted, perhaps justified by the costly
(1970), human-likeness in animations engenders feelings endeavor of recreating simulations using multiple media
of warmth and acceptance up to the point when apparent types. Hawkes (2012b) noted the importance of studying
remaining nonhuman flaws make it unlikeable. The sense the impact that the specific media type can have on com-
of dislike for animations that cross into the uncanny may pany perceptions. We seek to answer this call for
stem from an evolutionary need to avoid danger (see research by exploring applicant reactions to the use of 2D
Moosa & Ud-Dean, 2010) or biological mechanisms animation, 3D animation, and live-action video in a SJT
meant to aid in threat avoidance (MacDorman, Green, simulation. Given the limited existing research and liter-
Ho, & Koch, 2009). MacDorman and Ishiguro (2006) ature in this area, we propose the following hypotheses
advance an expectation violation theory of this phenom- without making specific predictions as to the directions of
enon suggesting that ‘an entity is experienced as uncanny significant differences:
when it elicits the brain’s model of a human being but pos-
sesses features that violate the model’s predictions’ (Mac- Hypothesis 1 (H1): There will be significant differences
Dorman & Entezari, 2015, p. 6). Indeed, the greater the in ratings of job relatedness across media types (2D
congruence between behavioral fidelity and photorealism animation, 3D animation, or video) using a computer-
of the character, the more positive it will be evaluated based SJT of the same content.
(Vinayagamoorthy, Steed, & Slater, 2005). A wide range of
Hypothesis 2 (H2): There will be significant differences
robotics studies have investigated the factors that may
in levels of engagement in the application process
influence these negative perceptions, such as a mismatch
across media types (2D animation, 3D animation, or
between visual and auditory cues (Mitchell et al., 2011) video) using a computer-based SJT of the same content.
and individual differences in sensitivity to the uncanny
(MacDorman & Entezari, 2015). For example, Tinwell, Hypothesis 3 (H3): There will be significant differences
Grimshaw, Nabi, and Williams (2011) compared facial in rankings of (a) preference, (b) realism, and (c) over-
expressions of six basic emotions (e.g., anger, happiness, all company impressions across media types (2D anima-
disgust) across a video, full animation, and animation lack- tion, 3D animation, or video) using a computer-based
ing movement in the upper face (highly uncanny), and SJT of the same content.
found that the absence of emotion may have evoked neg-
ative responses in participants because it made it difficult
to determine if the avatars were real or not. Being able to 6. Study 2 method
detect emotion is valuable because it allows people to
predict behavior, and incongruences between facial 6.1. Participants
expressions and tone of voice can be distressing and scary
for observers because they act as a signal for unpredict- Participants were recruited through an open access con-
ability (Tinwell et al., 2011). venience sampling website hosted by a global assessment
While the appearance, motion quality, and interactivity firm where users can attempt tests in exchange for
of an animated character had important implications for incentives, practice, getting acquainted with the testing
the behavioral choices made in a simulated ethics dilemma platform, or feedback on the candidate’s test perform-
(MacDorman, Coram, Ho, & Patel, 2010), the same has ance. The open access convenience sampling website is
not been found in a simulated employment context. also utilized to collect validation data for new tests using a
Hawkes (2012a) investigated whether the choice of 2D global sample of individuals. The online posting for this
animation, realistic 3D animation, or video in a SJT used study asked for research volunteers to view different
for selection purposes could impact the answers provided types of a new SJT and provide their reactions. No incen-
by test-takers. While the 3D animation was identified as tive or feedback was offered to participants in this study.
significantly less human-like, more eerie and unattractive Of the 434 individuals that read the informed consent and
than live-action video, there were no significant differ- started the survey, 209 participants completed the study.
ences in test responses across media types in both cogni- Of these, three were removed for spending less than 5
tive and noncognitive items. A second study further min on the survey and four participants were removed
showed that test takers did not display varying levels of for spending 15 or more hours. The average time spent
empathy in a customer service skills media-rich SJT as a on the survey was M 5 20.21 min for a total final sample
result of these three media types, although the 3D anima- of 202 participants. Of those that responded, gender was
tion was again perceived to be more uncanny (Hawkes, evenly split between females (49%) and males (47.5%).
2012b). Applicants represented a variety of age groups, including
Overall, research suggests that individuals perceive an- under 25 years old (24.3%), 26–30 (18.3%), 31–40
imation and live-action differently. Given the potential (16.8%), 41–50 (17.8%), and 511 (13.4%). The majority of
implications for applicant perceptions of media-rich simu- participants reported 111 years of part- and/or full-time
lations, the dearth of research in this area is surprising work experience (39.1%), although other groups were

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also represented: less than 1 year of experience (8.9%), measures of job relatedness and engagement immediately
1–2 years of experience (16.3%), 3–5 years of experience following each media version. After viewing the three
(14.4%), and 6–10 years of experience (12.4%). Over half media types, participants were asked to rank order the
the sample (59.9%) also reported having previous manage- three media types with regards to their preference, level
ment experience. We did not contact participants of realism, and overall impression of the hiring organiza-
directly, therefore, it is unknown if any of them were tion. Participants were also asked to provide additional
actual job applicants at companies that utilized the simula- qualitative comments about the media types they viewed,
tion content displayed to them or working students. Par- followed by demographic information.
ticipants resided in the United Kingdom (47%), South
Africa (10.4%), the United States (7.9%), India (3.5%), Aus-
tralia (3.5%), and the Netherlands (2%). Participants from
6.4. Measures
various countries in Asia, Africa, Europe, and the Middle 6.4.1. Job relatedness
East were also represented (25.7%). Seventeen partici- Job relatedness was measured using a 4-item scale
pants did not report their country of residence. adapted from the SPJS (Bauer et al., 2001) (a 5 .74 for
2D, .78 for video, and .80 for 3D; average 5 .77), such
that items did not reference a specific job title. Two items
6.2. Materials assessed perceived predictive validity (e.g., ‘Doing well on
6.2.1. Computer-based scenario this test means a person can do the job well’) and two
Three types of the same computer-based scenario were additional items measured face validity (e.g. ‘It would be
used in this study: (a) 2D animation; (b) 3D animation; clear to anyone that this test is related to the job’). Items
and (c) live-action video. All versions depicted a scenario were measured on a 5-point Likert scale where
that an applicant would typically encounter on the job. 1 5 strongly disagree and 5 5 strongly agree.
The scenario used in this study was from a managerial
assessment measuring coaching skills developed by a 6.4.2. Engagement
global assessment firm for the purpose of applicant selec- Engagement in the application process was measured with a
tion. The various versions were created by the global 3-item scale (a 5 .92 for 2D, .91 for video, and .91 for 3D;
assessment firm specifically for the purpose of this average 5 .91) created by the global assessment firm specif-
research and were deployed from their testing platform. ically for this study. These three items are based on a pool
Both animated versions used avatars to act out the scen- of items used to measure applicant engagement to simula-
ario, while actors performed the script in the live-action tions. Participants were asked to imagine that this situation
video version. In response to the scenario, participants was one of 15 different managerial situations in a managerial
indicated which behavioral options would be: (1) most coaching assessment, and that the whole test took about 20
and (2) least effective for an individual to employ. The test min to complete and then answer the engagement ques-
content and composition was held constant across media tions accordingly. A sample item is ‘I would enjoy taking
types. tests like this.’ Items were measured on a 5-point Likert
scale where 1 5 strongly disagree and 5 5 strongly agree.

6.3. Procedure 6.4.3. Applicant reaction rankings


The participants viewed one scenario from an extended Participants were asked to rank order each media type
version of a managerial assessment used to measure with regards to three reaction criteria, such that a value
coaching skills. Participants were provided with a descrip- of 1 5 top choice. Preference was measured with the fol-
tion of the scenario to provide them with situational con- lowing item: ‘Which test would you most prefer to take?’
text. Participants were asked to imagine they were Realism was assessed by asking participants ‘Which test
applying for a job as a manager of a team in a call center seems the most realistic?’ The overall impression of the
and told that the role would involve some degree of organization was measured by asking ‘Which test conveys
coaching. In the scenario, the manager had to inform his the best impression to job candidates about the hiring
or her teammates that their customer service goal had organization?’
increased from 89% to 92%. Participants were asked to
imagine how they would respond if they had to coach the 7. Study 2 results
team. To accurately assess changes in applicant reactions
due to changes in media format, we adopted a within- Hypotheses 1 and 2 explored significant differences in rat-
subjects approach, such that all participants were able to ings of job relatedness and engagement across media
view and compare the three media types (Chan & types (refer to Table 2 for means and standard deviations).
Schmitt, 1997). The order of the media presentation was For these, significant within-subjects univariate analyses
randomized across participants. Participants completed were followed by Bonferroni adjusted post hoc

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Applicant Reactions to Different Media Types 87

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Table 2. Study 2 means and standard deviations for reaction
ratings across media types
2D 3D Video

Mean (SD) Mean (SD) Mean (SD)


Job relatedness 3.59 (.79) 3.60 (.85) 3.71 (.80)
Engagement 3.22 (.97) 3.26 (1.02) 3.66 (.96)
Note: Italic values denote standard deviations.

comparison tests of the following groups: (1) video


computer-based SJT to the 2D and 3D animated versions
and (2) 2D computer-based SJT to the 3D animated
version.
A one-way within-subjects analysis of variance (ANOVA)
Figure 3. Study 2 participant mean rankings of the three types of
indicated that ratings of job relatedness were significantly computer-based SJTs.
different across media types, Wilks’ Lambda 5 .95, F(2,
168) 5 4.91, p 5 .01, partial g2 5 .06. Specifically, paired
p 5 .00, r 5.85) and 3D (Z 5 28.34, p 5 .00, r 5.67) an-
samples t-tests were run to examine the significant differen-
imated versions. Lastly, applicants ranked video as making
ces found between video and 2D (t(180) 5 2.42, p 5 .02),
the best overall impression when compared to the 2D
as well as video and 3D media types (t(173) 5 2.65,
and 3D animation versions (Z 5 29.13, p 5 .00, r 5.67
p 5 .01). In both cases, video was ranked as more job
and Z 5 28.73, p 5 .00, r 5.64, respectively). The results,
related. H1 was supported.
hence, support H3a–H3c.
A statistically significant effect of media type on engage-
ment was also found, thus supporting H2. As sphericity
was violated (v2 (2) 5 6.33, p 5 .04), Pillai’s trace is 8. Study 2 discussion
reported (e 5 .97). Engagement levels varied by media
type, V 5.22, F(2, 174) 5 32.91, p 5 .00, partial g2 5 .22. This study makes a novel contribution to the applicant
The video computer-based SJT was perceived as more reactions literature by investigating differences in reac-
engaging than the 2D (t(186) 5 6.23, p 5 .00) and 3D tions across various types of media commonly used in
(t(180) 5 6.06, p 5 .00) animated versions. character-based simulations. The research supplements
Given the nonparametric nature of the ranking data, a the findings of Study 1 by including a 2D, 3D, and live-
Friedman test of differences among repeated measures action video version of a computer-based SJT in which all
was used to test H3a–H3c. Post hoc analyses were con- but the media was kept constant.
ducted using Wilcoxon Signed Rank tests adjusting the Of particular interest was the ability to compare various
alpha level with a Bonferroni correction for the number forms of animation options available to simulation develop-
of comparisons. Rankings of preference, realism, and ers. Overall, 2D animation received the least favorable
overall impression across media types displayed a similar reactions in terms of its level of realism, overall impression
pattern of results. Figure 3 displays a visual comparison of of the hiring organization, and the engagement level in the
the mean rankings across media types. Applicant rankings testing process that it provoked. The caricature form rep-
of preference (v2 (2) 5 151.25, p 5 .00), realism (v2 resented by 2D animation also warranted negative open
(2) 5 188.67, p 5 .00), and overall impression (v2 ended feedback from participants, who noted the ‘car-
(23) 5 139.06, p 5 .00) significantly varied by media type. toons’ as being distracting and unable to portray the affect-
Overall, video outperformed both 2D and 3D animations, ive meaning behind the script being delivered. Hawkes
and 3D outperformed the 2D version. (2012b) investigated a related issue, mainly whether the
Post hoc comparisons indicated that 3D animated chosen media type could influence the manifestation of
computer-based SJT received higher rankings than the 2D important applicant traits being measured. His findings
animated version across all three applicant reactions rank- indicated that applicant levels of empathy, associated with
ings of preference, realism, and overall impression the measurement of customer service orientation skills,
(Z 5 26.09, p 5 .00, r 5.43, Z 5 27.27, p 5 .00, r 5.58, were not impacted by their perceived uncanniness of the
Z 5 23.59, p 5 .00, r 5.26, respectively). However, the animations used. Hence, there is some preliminary indica-
video version received the highest rankings by particip- tion that applicants can overcome limitations, such as the
ants. Specifically, the video computer-based SJT was pre- 2D character’s inability to express realistic emotion, in
ferred over the 2D (Z 5 29.94, p 5 .00, r 5.70) and 3D responding to assessments.
(Z 5 27.39, p 5 .00, r 5.52) animated versions. It also Additionally, 3D animation was preferred on average
was perceived as more realistic than the 2D (Z 5 210.67, over 2D animation, as well as considered more realistic

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and creating a more favorable impression of the organiza- environment simulations, which are more dependent on
tion despite some participants describing it as ‘kind of the media quality and richness to create the desired simu-
spooky.’ Studies in the area of robotics and animation lated work scenario and in which the media serves, per-
have concluded that various factors beyond the degree of haps, a more central purpose. Research should explore
photorealism (e.g., facial proportions) influence the the generalizability of our findings to virtual environment-
uncanny valley phenomenon (MacDorman et al., 2009). based simulations in which the role of the virtual charac-
Some of these more intricate factors may be difficult to ter in extracting specific responses may be greater.
manipulate by simulation developers when using common Indeed, research has shown that visual and behavioral
off-the-shelf character animation software (see Hawkes, fidelity influences the success of a virtual environment in
2013), although advancements in this area have been representing sensory cues that reflect the real world
notable even from the time of our data collection. (Vinayagamoorthy et al., 2005). Hence, we stress the
Last, our results indicated that video elicited the most importance of differentiating not only medium (e.g.,
positive reactions when compared to both animation paper-and-pencil, computer-based) and media type (e.g.,
options across all five criteria. This is a timely investigation 2D, 3D, live-action video), but also taking into account the
given the growing use of animation technologies used in type of media-rich simulation used.
assessment creation. The findings are consistent with the While our research design presented several strengths
cited advantages of live-action footage (see Hawkes, 2013), (e.g., random assignment to counterbalanced conditions,
including its enhanced realism and ability to convey more within-subjects measures), we recognize the limitations of
convincing sensory cues and emotions. For example, par- our findings. For example, our sample in Study 1 was com-
ticipants noted that the video was the most effective way posed of students. In an effort to increase the viability of
of communicating the scenario because it made the whole the sample, screening variables were included to control
situation real. Here again, we present our results within for random responding. Further, the top performer was
the boundaries of a character-based simulation as the pref- offered $50 gift card as a means of creating a high stakes
erence of video over animation may be less marked in situation. Also, the sample demographics are reflective of
desktop simulations where the combination of the two the applicant pool for the job in question in relation to age
may result in an optimal applicant experience. and interest/experience in retail. The sample in Study 2,
while not made up of job applicants, included working par-
9. General discussion ticipants in various countries. Indeed, given the design and
main research purpose of Study 2, we considered it
The development and use of media-rich simulations for impractical to use real job applicants. Further, utilizing an
employee selection presents new and exciting research international sample of participants is valuable because it
avenues. In a series of two studies, we first investigated provided us with a wide range of demographics suggesting
the benefits of using 3D animation over text, and later that our conclusions may be applied to international selec-
explored differences in reactions across multiple forms of tion firms seeking best practices in their processes.
widely used media. Our findings generally indicate that Our results in Study 1 were limited to differences in
companies using 3D animation and live-action video media post-test reactions only when testing for support of a
content in their character-based simulations may reap the spillover effect of favorable reactions generated by the
additional benefits of engendering favorable reactions to use of 3D animation on the other assessments. Future
the selection process. However, the choice of media use research should consider the inclusion of pretest reac-
and type is clearly one that must be weighed in relation to tions as well, which could be used for comparison within
practical considerations, such as cost, time, development each media condition. Further, Study 2 was limited to
resources, and customer preferences. Further, Popp, exploring differences across media types in reaction rat-
Tuzinski, & Fetzer (2016) provide an extensive treatment ings and rankings. While this fulfilled our study’s purpose
of the issues that test developers should consider when of identifying preferences for specific media types, we did
determining which media format to adopt, such as psy- not evaluate mechanisms by which these reactions could
chometric, applied, contextual, and logistical considera- impact organizational outcomes as was done in Study 1.
tions. In particular, the use of media-rich assessments
should match the construct being measured.
9.1. Future research and concluding remarks
We raise important issues in interpreting our results
with regards to the various types of simulations currently Our studies are an early effort at integrating the influence
available. Given the significant cost and expertise involved of media selection in simulated assessments into the ap-
in creating various versions of the same simulation for plicant reactions literature. It is worth noting that
research purposes, we limited our study to a character- enhancements in animation software are happening at an
based simulation. However, the influence of media type exponential rate and advancements in 3D animation con-
may be more significant in desktop and virtual- tinue to get us closer to mimicking the realism of video.

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Hence, the advantage of live-action video might wane as it ies, a multimedia-based format provides a social
could soon be difficult to distinguish it from realistic 3D interaction stimulus that would normally take a large
animation. Indeed, iterations of 3D animation may render amount of text to describe (Popp et al., in press). More
video obsolete. research into the influence of media-richness and type on
Our research raises many questions and areas for candidate preferences, information processing, and de-
future investigation. Generational differences in prefer- cision making in the selection process is needed.
ences for the use of technology have been widely cited Overall, the literature on the influence of technology
(Pew Research Center, 2010). What influence do these on applicant reactions (see Bauer et al., 2011) has not dis-
preferences and usage habits have in forming attitudes tinguished across various forms of animated media, which
and reactions about the use of media-rich assessments? our results indicate may differ significantly on the criteria
We see this not only as an issue of age differences, but of interest. Indeed, not all media-rich simulations are per-
one that includes a complex set of factors, such as norma- ceived the same; hence, we consider the inclusion of
tive attitudes about the role of testing for hiring purposes, media type an important factor in future models of ap-
as well as, expectations for the quality of media-based plicant reactions. Furthermore, we encourage researchers
technologies. For example, employers are not only adapt- and practitioners to consider the literature in areas such
ing their human resources strategies to attract talented as informatics and computing when studying the influence
Millenials entering the workforce, but are also investing in of media on employee assessments.
presenting a consistent appealing brand image that relates
to this group through various channels of social media.
The use of animation facilitates customer branding References
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