Curriculum Vitae

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

Affordances

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

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

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., & 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., & 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., & 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.

Avatars and Agents

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

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

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

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

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., 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

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

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

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

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

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., & 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., & 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., & 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.

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

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

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.

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

Environmental

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

Health

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

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

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

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

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. (2014). Virtual reality environments. In T. L. Thompson (Ed.), Encyclopedia of health communication. (pp. 1451-1452). 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.

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

Persuasion

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

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

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

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

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

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.

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., 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. (2014). Virtual reality environments. In T. L. Thompson (Ed.), Encyclopedia of health communication. (pp. 1451-1452). 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.

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

Romantic Relationships

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

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., & 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

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., & 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

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

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., 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., & 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., & 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., & 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.

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.

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., & 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.

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.

Social Media

Fox, J., & McEwan, B. (in press). Distinguishing technologies for social interaction: The Perceived Social Affordances of Communication Channels Scale. To appear in Communication Monographs.

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

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

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

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

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

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., 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., & 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., & 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., & 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.

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.

Uncategorized

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.

Video Games

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

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

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., 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

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. (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.

Virtual Environments

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

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

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

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

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

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

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

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

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., 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. (2014). Virtual reality environments. In T. L. Thompson (Ed.), Encyclopedia of health communication. (pp. 1451-1452). 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.

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