Links to some publications are provided directly below. For copies of other materials, please email .
Avatars and Agents
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
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
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
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
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., 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]
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
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
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
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. (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
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., 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., Arena, D., & Bailenson, J. N. (2009). Virtual reality: A survival guide for the social scientist. Journal of Media Psychology, 21(3), 95-113.
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., & 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. (2009). Virtual self-modeling: The effects of vicarious reinforcement and identification on exercise behaviors. Media Psychology, 12, 1-25.
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., & 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. (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.
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
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. (2012). Avatar. In M. Kosut & J. G. Golson, Encyclopedia of gender in media. Thousand Oaks, CA: Sage.
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. (2010). The use of virtual self models to promote self-efficacy and exercise. (Doctoral dissertation, Stanford University)