Links to some publications are provided directly below. For copies of other materials, please email .
Fox, J., & McEwan, B. (in press). Distinguishing technologies for social interaction: The Perceived Social Affordances of Communication Channels Scale. To appear in Communication Monographs.
Hanus, M. D., & Fox, J. (in press). Source customization reduces psychological reactance to a persuasive message via user control and identity perceptions. To appear in Journal of Interactive Advertising. doi: 10.1080/15252019.2017.1287023
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
Cruz, C., Hanus, M. D., & Fox, J. (in press). The need to achieve: Players’ uses perceptions and uses of extrinsic meta-game reward systems for video game consoles. To appear in Computers in Human Behavior. 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. (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., & Frampton, J. (in press). 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. 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.