Links to some publications are provided directly below. For copies of other materials, please email contact information.

Sex and Gender

Fox, J., & Tang, W. Y. (in press). Women’s experiences with harassment in online video games: Rumination, organizational responsiveness, withdrawal, and coping strategies. To appear in New Media & Society. doi: 10.1177/1461444816635778

Tang, W. Y., & Fox, J. (in press). Men's harassment behavior in online video games: Personality traits and game factors. To appear in Aggressive Behavior. doi: 10.1002/ab.21646

Fox, J., & Vendemia, M. A. (2016). Selective self-presentation and social comparison through photographs on social networking sites. CyberPsychology, Behavior, & Social Networking, 19, 593-600. doi: 10.1089/cyber.2016.0248

Fox, J., & Vendemia, M. A. (2016). Selective self-presentation and social comparison through photographs on social networking sites. CyberPsychology, Behavior, & Social Networking, 19, 593-600. doi: 10.1089/cyber.2016.0248

Fox, J., & Ralston, R. A. (2016). Queer identity online: Informal learning and teaching experiences of LGBTQ individuals on social media. Computers in Human Behavior, 65, 635-642. doi: 10.1016/j.chb.2016.06.009

Nowak, K. L., Fox, J., & Ranjit, Y. (2015). Inferences about avatars: Sexism, appropriateness, anthropomorphism, and the objectification of female virtual representations. Journal of Computer-Mediated Communication, 20, 554-569. doi: 10.1111/jcc4.12130

Fox, J., Cruz, C., & Lee, J. Y. (2015). Perpetuating online sexism offline: Anonymity, interactivity, and the effects of sexist hashtags on social media. Computers in Human Behavior, 52, 436-442. doi: 10.1016/j.chb.2015.06.024

Fox, J., & Rooney, M. C. (2015). The Dark Triad and trait self-objectification as predictors of men’s use and self-presentation behaviors on social networking sites. Personality & Individual Differences, 76, 161-165. doi: 10.1016/j.paid.2014.12.017

Fox, J., & Potocki, B. (2016). Lifetime video game consumption, interpersonal aggression, hostile sexism, and rape myth acceptance: A cultivation perspective. Journal of Interpersonal Violence, 31, 1912-1931. doi: 10.1177/0886260515570747

Fox, J., & Warber, K. M. (2015). Queer identity management and political self-expression on social networking sites: A co-cultural approach to the spiral of silence. Journal of Communication, 65, 79-100. doi: 10.1111/jcom.12137

Fox, J., Ralston, R. A., Cooper, C. K., & Jones, K. A. (2015). Sexualized avatars lead to women’s self-objectification and acceptance of rape myths. Psychology of Women Quarterly, 39, 349-362. doi: 10.1177/0361684314553578 [PDF]

Christy, K. R., & Fox, J. (2014). Leaderboards in a virtual classroom: A test of stereotype threat and social comparison explanations for women’s math performance. Computers & Education, 78, 66-77. doi: 10.1016/j.compedu.2014.05.005

Holz Ivory, A., Fox, J., Waddell, T. F., & Ivory, J. D. (2014). Sex-role stereotyping is hard to kill: A field experiment measuring social responses to user characteristics and behavior in an online multiplayer first-person shooter game. Computers in Human Behavior, 35, 148-156. doi: 10.1016/j.chb.2014.02.026

Fox, J., & Tang, W. Y. (2014). Sexism in online video games: The role of conformity to masculine norms and social dominance orientation. Computers in Human Behavior, 33, 314-320. doi: 10.1016/j.chb.2013.07.014

Fox, J., Bailenson, J. N., & Tricase, L. (2013). The embodiment of sexualized virtual selves: The Proteus effect and experiences of self-objectification via avatars. Computers in Human Behavior, 29, 930-938. doi: 10.1016/j.chb.2012.12.027

Fox, J., & Bailenson, J. N. (2009). Virtual virgins and vamps: The effects of exposure to female characters' sexualized appearance and gaze in an immersive virtual environment. Sex Roles, 61, 147-157. doi: 10.1007/s11199-009-9599-3

Fox, J. (in press). Boobs and butts: The babes get the gaze. In J. Banks (Ed.), Avatars, assembled: The social and technical anatomy of digital bodies. New York, NY: Peter Lang.

Fox, J., & Tang, W. Y. (2017). Sexism in video games and the gaming community. In R. Kowert & T. Quandt (Eds.), Multiplayer 2: Social aspects of digital gaming. (pp. 115-135). New York: Routledge.

Fox, J. (2012). Avatar. In M. Kosut & J. G. Golson, Encyclopedia of gender in media. Thousand Oaks, CA: Sage.