Curriculum Vitae

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


Nowak, K. L., & Fox, J. (2018). Avatars and computer-mediated communication: A review of the definitions, uses, and effects of digital representations. Review of Communication Research, 6, 30-53. doi: 10.12840/issn.2255-4165.2018.06.01.015


Fox, J., & McEwan, B. (2017). Distinguishing technologies for social interaction: The Perceived Social Affordances of Communication Channels Scale. Communication Monographs, 84, 298-318. doi: 10.1080/03637751.2017.1332418

Hanus, M. D., & Fox, J. (2017). Source customization reduces psychological reactance to a persuasive message via user control and identity perceptions. Journal of Interactive Advertising, 17, 1-12. doi: 10.1080/15252019.2017.1287023

Fox, J., & Tang, W. Y. (2017). Women’s experiences with harassment in online video games: Rumination, organizational responsiveness, withdrawal, and coping strategies. New Media & Society, 19, 1290-1307. doi: 10.1177/1461444816635778

Cruz, C., Hanus, M. D., & Fox, J. (2017). The need to achieve: Players’ uses perceptions and uses of extrinsic meta-game reward systems for video game consoles. Computers in Human Behavior, 71, 516-524. doi: 10.1016/j.chb.2015.08.017

Ahn, S. J., & Fox, J. (in press). Virtual worlds: Avatars and agents. In R. Parrott (Ed.), Oxford encyclopedia of health and risk message design and processing. Oxford.

Fox, J. (2017). Boobs and butts: The babes get the gaze. In J. Banks (Ed.), Avatars, assembled: The social and technical anatomy of digital bodies. (pp. 43-52). New York, NY: Peter Lang.

Fox, J., & Frampton, J. (2017). Social media stressors in romantic relationships. In N. Punyanunt-Carter & J. S. Wrench (Eds.), Swipe right for love: The impact of social media in modern romantic relationships. (pp. 181-196). New York: Lexington Books.

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., & 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

Christy, K. R., & Fox, J. (2016). Transportability and presence as predictors of avatar identification within narrative video games. CyberPsychology, Behavior, & Social Networking, 19, 283-287. doi: 10.1089/cyber.2015.0474

Tang, W. Y., & Fox, J. (2016). Men's harassment behavior in online video games: Personality traits and game factors. Aggressive Behavior, 42, 513-521. doi: 10.1002/ab.21646

Song, W., & Fox, J. (2016). Playing for love in a romantic video game: Avatar identification, parasocial interaction, and motivations for use predict Chinese women’s romantic beliefs. Mass Communication & Society, 19, 197-215. doi: 10.1080/15205436.2015.1077972

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., & Anderegg, C. (2016). Turbulence, turmoil, and termination: The dark side of social networking sites for romantic relationships. In E. Gilchrist & S. Long (Eds.), Contexts for dark side communication. (pp. 269-280). New York: Peter Lang.

Ahn, S. J., & Fox, J. (2016). Persuasive avatars: Extending the self through new media advertising. In R. E. Brown, V. K. Jones, & M. Wang (Eds.), The new advertising: Branding, content, and consumer relationships in the data-driven social media era. Santa Barbara, CA: Praeger.

Fox, J. (2016). The dark side of social networking sites in romantic relationships. In B. K. Wiederhold, G. Riva, & P. Cipresso (Eds.), The psychology of social networking: Communication, presence, identity, and relationships in online communities. Berlin, Germany: DeGruyter Open.


Hanus, M. D., & Fox, J. (2015). Persuasive avatars: The effects of customizing a virtual salesperson's appearance on brand liking and purchase intentions. International Journal of Human-Computer Studies, 84, 33-40. doi: 10.1016/j.ijhcs.2015.07.004

Fox, J., & Tokunaga, R. S. (2015). Romantic partner monitoring after breakups: Attachment, dependence, distress, and post-dissolution surveillance on social networking sites. CyberPsychology, Behavior, & Social Networking, 18, 491-498. doi: 10.1089/cyber.2015.0123

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., & Moreland, J. J. (2015). The dark side of social networking sites: An exploration of the relational and psychological stressors associated with Facebook use and affordances. Computers in Human Behavior, 45, 168-176. doi: 10.1016/j.chb.2014.11.083

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., & 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

Ahn, S. J., Fox, J., Dale, K., & Avant, A. (2015). Framing virtual experiences: Effects on environmental efficacy and behavior over time. Communication Research, 42, 839-863. doi: 10.1177/0093650214534973

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]

Hanus, M. D., & Fox, J. (2015). Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance. Computers & Education, 80, 152-161. doi: 10.1016/j.compedu.2014.08.019

Fox, J., Ahn, S. J., Janssen, J., Yeykelis, L., Segovia, K. Y., & Bailenson, J. N. (2015). Avatars versus agents: A meta-analysis quantifying the effects of avatars and agents on social influence. Human-Computer Interaction, 30, 401-432. doi: 10.1080/07370024.2014.921494

Fox, J. (2015). Models of relationship development. In C. Berger & M. Roloff (Eds.), International encyclopedia of interpersonal communication. Malden, MA: Wiley-Blackwell. doi: 10.1002/9781118540190


Fox, J., & Anderegg, C. (2014). Romantic relationship stages and social networking sites: Uncertainty reduction strategies and perceived relational norms on Facebook. CyberPsychology, Behavior, & Social Networking, 17, 685-691. doi: 10.1089/cyber.2014.0232

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

Fox, J., & Ahn, S. J. (2014). Recommendations for designing maximally effective and persuasive health agents. Lecture Notes in Computer Science, 8637, 178-181. doi: 10.1007/978-3-319-09767-1_21

Ahn, S. J., Fox, J., & Hahm, J. M. (2014). Using virtual doppelgängers to increase personal relevance of health risk communication. Lecture Notes in Computer Science, 8637, 1-12. doi: 10.1007/978-3-319-09767-1_1

Anderegg, C. M., Dale, K., & Fox, J. (2014). Media portrayals of romantic relationship maintenance: A content analysis of relational maintenance behaviors on prime time television. Mass Communication & Society, 17, 733-753. doi: 10.1080/15205436.2013.846383

Fox, J., Osborn, J., & Warber, K. M. (2014). Balancing the benefits and drawbacks of social networking sites: A dialectical analysis of the use of Facebook in romantic relationships. Computers in Human Behavior, 35, 527-534. doi: 101.1016/j.chb.2014.02.031

Vang, M., & Fox, J. (2014). Race in virtual environments: Competitive versus cooperative games with black or white avatars. CyberPsychology, Behavior, & Social Networking, 17, 235-240. doi: 10.1089/cyber.2013.0289

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., & Warber, K. M. (2014). Social networking sites in romantic relationships: Attachment, uncertainty, and partner surveillance on Facebook. CyberPsychology, Behavior, & Social Networking, 17, 3-7. doi: 10.1089/cyber.2012.0667 [PDF]

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., Christy, K. R., & Vang, M. H. (2014). The experience of presence in persuasive virtual environments. In G. Riva, J. Waterworth, & D. Murray (Eds.), Interacting with presence: HCI and the sense of presence in computer-mediated environments. (pp. 164-178). Berlin, Germany: DeGruyter Open.

Fox, J., & Potocki, B. (2014). Technology and culture: Sociocultural explanations for sexting. In T. C. Heistand & W. J. Weins (Eds.), Sexting and youth: A multidisciplinary examination of research, theory, and law. (pp. 95-122). Durham, NC: Carolina Academic Press.

Fox, J. (2014). Virtual reality environments. In T. L. Thompson (Ed.), Encyclopedia of health communication. (pp. 1451-1452). Thousand Oaks, CA: Sage.


Fox, J., Warber, K. M., & Makstaller, D. (2013). The role of Facebook in romantic relationship development: An exploration of Knapp’s relational stage model. Journal of Social & Personal Relationships, 30, 772-795. doi: 10.1177/0265407512468370

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., & Warber, K. M. (2013). Romantic relationship development in the age of Facebook: An exploratory study of emerging adults’ perceptions, motives, and behaviors. CyberPsychology, Behavior, & Social Networking, 16, 3-7. doi: 10.1089/cyber.2012.0288 [PDF]

Fox, J., & Ahn, S. J. (2013). Avatars: Portraying, exploring, and changing online and offline identities. In R. Luppicini (Ed.), Handbook of research on technoself: Identity in a technological society. (pp. 255-271). Hershey, PA: IGI Global. doi: 10.4018/978-1-4666-2211-1.ch014


Fox, J., Bailenson, J. N., & Ricciardi, T. (2012). Physiological responses to virtual selves and virtual others. Journal of CyberTherapy & Rehabilitation, 5(1), 69-73.

Ahn, S. J., Fox, J., & Bailenson, J. N. (2012). Avatars. In W. S. Bainbridge (Ed.), Leadership in science and technology: A reference handbook. Thousand Oaks, CA: Sage.

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

Fox, J. (2012). Avatars in health communication contexts. In S. M. Noar & N. G. Harrington (Eds.), eHealth applications: Promising strategies for behavior change. (pp. 96-109). New York: Routledge.


Hershfield, H.E., Goldstein, D. G., Sharpe, W. F., Fox, J., Yeykelis, L., Carstensen, L. L., & Bailenson, J. N. (2011). Increasing saving behavior through age-progressed renderings of the future self. Journal of Marketing Research, 48, S23-S37. doi: 10.1509/jmkr.48.SPL.S23


Fox, J., & Bailenson, J. N. (2010). The use of doppelgängers to promote health and behavior change. Cybertherapy & Rehabilitation, 3(2), 16-17.

Fox, J. (2010). The use of virtual self models to promote self-efficacy and exercise. (Doctoral dissertation, Stanford University)


Fox, J., & Bailenson, J. N. (2009). Virtual self-modeling: The effects of vicarious reinforcement and identification on exercise behaviors. Media Psychology, 12, 1-25.

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., Bailenson, J. N., & Binney, J. (2009). Virtual experiences, physical behaviors: The effect of presence on imitation of an eating avatar. PRESENCE: Teleoperators & Virtual Environments, 18, 294-303.

Fox, J., Arena, D., & Bailenson, J. N. (2009). Virtual reality: A survival guide for the social scientist. Journal of Media Psychology, 21(3), 95-113.

Ahn, S. J., Bailenson, J. N., Fox, J., & Jabon, M. (2009). Using automated facial expression analysis for emotion and behavior prediction. In K. Doeveling, C. von Scheve, & E. A. Konijn (Eds.), The Handbook of Emotions and the Mass Media. New York: Routledge.


Bailenson, J. N., & Fox, J. (2008). Cognitive science. In W. Donsbach (Ed.), The International Encyclopedia of Communication. (Vol. 2, pp. 548-551). Malden, MA: Wiley-Blackwell.