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

Video Games

Fox, J., Gilbert, M., & Tang, W. Y. (in press). Player experiences in a massively multiplayer online game: A diary study of performance, motivation, and social interaction. To appear in New Media & Society.

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

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

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

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

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

Tang, W. Y., & Fox, J. (2016). Men's harassment behavior in online video games: Personality traits and game factors. Aggressive Behavior, 42, 513-521. doi: 10.1002/ab.21646

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). 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

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]

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

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. (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.