Curriculum Vitae
Links to some publications are provided directly below. For copies of other materials, please email .
Affordances
Frampton, J. R., & Fox, J. (in press). Social media’s role in romantic partners’ retroactive jealousy: Social comparison, uncertainty, and information seeking. To appear in Social Media & Society.
Fox, J., & Holt, L. F. (in press). Fear of isolation and perceived affordances: The spiral of silence on social networking sites regarding police discrimination. To appear in Mass Communication & Society. doi: 10.1080/15205436.2018.1442480
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
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., & McEwan, B. (2017). Distinguishing technologies for social interaction: The Perceived Social Affordances of Communication Channels Scale. Communication Monographs, 84, 298-318. doi: 10.1080/03637751.2017.1332418
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., & 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., & 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., 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., & Frampton, J. (2017). 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. (pp. 181-196). New York: 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
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)
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
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
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., & 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.
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
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)
Romantic Relationships
Frampton, J. R., & Fox, J. (in press). Social media’s role in romantic partners’ retroactive jealousy: Social comparison, uncertainty, and information seeking. To appear in Social Media & Society.
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., & 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., & 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., & 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., & 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., 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
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., & 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., & 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., 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., & Frampton, J. (2017). 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. (pp. 181-196). New York: Lexington Books.
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., & 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. (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., 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.
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
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
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., & 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., 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., & 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., & 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., 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
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., & 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
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. (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., & 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.
Fox, J. (2012). Avatar. In M. Kosut & J. G. Golson, Encyclopedia of gender in media. Thousand Oaks, CA: Sage.
Social Media
Frampton, J. R., & Fox, J. (in press). Social media’s role in romantic partners’ retroactive jealousy: Social comparison, uncertainty, and information seeking. To appear in Social Media & Society.
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.
Fox, J., & Holt, L. F. (in press). Fear of isolation and perceived affordances: The spiral of silence on social networking sites regarding police discrimination. To appear in Mass Communication & Society. doi: 10.1080/15205436.2018.1442480
Fox, J., & McEwan, B. (2017). Distinguishing technologies for social interaction: The Perceived Social Affordances of Communication Channels Scale. Communication Monographs, 84, 298-318. doi: 10.1080/03637751.2017.1332418
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., & 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., & 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., & 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., 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., & 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., & 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., 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., & 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., & 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., 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., & Frampton, J. (2017). 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. (pp. 181-196). New York: Lexington Books.
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., & 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.
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., 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.
Virtual Environments
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
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
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]
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
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.
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)