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

2017

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.