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

Persuasion

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

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., 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

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

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., 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., & 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 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.

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., 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. (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)