J Fox
Datos Biográficos
| ID | 21113 |
|---|---|
| NOMBRE | J Fox |
| NOMBRES | J |
| APELLIDO | Fox |
| FIRMA | FOX J |
| AFILIACIONES | The Ohio State University |
| ORCID | 0000-0002-5018-3250 |
| VERIFICADO | Sí |
| TOTAL DE OBRAS | 35 |
| TOTAL DE CITAS | 242 |
| TOTAL COMO AUTOR | 35 |
| TOTAL COMO EDITOR | 0 |
| PRIMER AÑO DE PUBLICACIÓN | 1975 |
| AÑO MÁS RECIENTE DE PUBLICACIÓN | 2026 |
| ÍNDICE H | 8 |
How Voice Chat, Cooperativeness, and Competitiveness Impact Prosocial and Antisocial Norms in Multiplayer Online Video Games
Antisocial behavior like harassment, aggression, and cyberbullying is not uncommon in online communities, including in online video games. But games are supposed to be fun, and research suggests games can also generate prosocial experiences. This online experiment examines the normativity of negative and positive experiences for online game players, including by considering descriptive (common) and injunctive (accepted) norms. Findings show playe…
Jealousy, threat, and romantic rivals in parasocial romantic relationships
Technology, relationships, and well-being
Technology, relationships, and well-being represent three influential parts of our daily lives. They also represent a common area of research for scholars in a variety of disciplines. Here, we offer guidance for researchers interested in studying the connections among these issues and introduce the special issue in the Journal of Social and Personal Relationships focused on the confluence of these topics. We take each issue in turn, along with th…
Romantic relationship initiation and escalation through mobile dating apps
Like online dating sites, mobile dating applications are popular technologies for navigating the dating market, whether for seeking romantic relationships or sexual partners. The searching-matching-interacting (SMI) framework describes mate selection in the dating market and how mediated market intermediaries (e.g., dating apps) can aid these functions. We conducted in-depth interviews ( N = 37) to explore dating app use during relationship initi…
The Fantasy of National Rice Barn and Reality of Farmers in Indramayu
This paper centers on Indramayu's designation as the "national rice barn" (Daerah Lumbung Padi Nasional). Contrary to the believed narrative, our findings show that Indramayu’s agricultural dreams have been subsidized by other income generating activities, particularly from migrant remittance. We argue that the extensive environmental degradation and ecological vulnerabilities experienced in Indramayu have compelled small-scale farmers to pursue …
Not so open science
Bowman et al. (2022. How communication scholars see open scholarship. Annals of the International Communication Association, 46(3)) present a survey of ICA members regarding open science beliefs, attitudes, and practices. Rather than an inquiry on open scholarship, it provides a replication of psychology’s approach to open science in content, execution, and reporting. I apply the ethical, inclusive research framework (EIRF) and re-analyze the dat…
Romantic relationship dissolution on social networking sites
Social media users post an endless stream of life updates, commentary, and other content. This online self-presentation constitutes a narrative that can be examined as a shared account. In this study, we tested the applicability of Duck's model of relational dissolution (Duck, 1982; Rollie & Duck, 2006) to participants' personal and public accounts of their romantic breakups on social networking sites (also referred to as social network sites). W…
Building a Stronger Casa
The computers are social actors framework (CASA), derived from the media equation, explains how people communicate with media and machines demonstrating social potential. Many studies have challenged CASA, yet it has not been revised. We argue that CASA needs to be expanded because people have changed, technologies have changed, and the way people interact with technologies has changed. We discuss the implications of these changes and propose an …
Evaluating Knowledge to Support Climate Action
As states, cities, tribes, and private interests cope with climate damages and seek to increase preparedness and resilience, they will need to navigate myriad choices and options available to them. Making these choices in ways that identify pathways for climate action that support their development objectives will require constructive public dialogue, community participation, and flexible and ongoing access to science- and experience-based knowle…
Avatars and computer-mediated communication
Avatars are growing in popularity and present in many interfaces used for computer-mediated communication including social media, ecommerce, and educational applications. Communication researchers have been investigating avatars for over twenty years, and an examination of this literature reveals similarities but also notable discrepancies in conceptual definitions. The goal of this chapter is to provide a general overview of current debates, met…
Patient value
All health‐care systems are under financial pressure and many have therefore developed value frameworks to assist decision making regarding access to treatment. Unfortunately, many frameworks simply reflect the clinically focused values held by health‐care professionals rather than outcomes that also matter to patients. It is difficult to define one single homogeneous set of patient values as these are shaped by social, religious and cultural fac…
Fear of Isolation and Perceived Affordances
The spiral of silence (SoS) framework elaborates the factors that determine whether individuals are willing to express their opinions in public. Although previous scholarship has examined differences in between face-to-face and computer-mediated communication, research studies have rarely tested how perceived affordances of the channel influence whether individuals express opinions or self-censor. In this study (N = 399), we examine several propo…
Player experiences in a massively multiplayer online game
Video game researchers have struggled to capture players’ personal experiences in natural gaming contexts. We used longitudinal diary methods to examine the everyday experiences of new and experienced players within a massively multiplayer online game, Team Fortress 2. Participants ( N = 38) completed diaries about gameplay and negative social interactions such as trash-talking and harassment. Themes included frustrating play and performance as m…
Selective Self-Presentation and Social Comparison Through Photographs on Social Networking Sites
Through social media and camera phones, users enact selective self-presentation as they choose, edit, and post photographs of themselves (such as selfies) to social networking sites for an imagined audience. Photos typically focus on users' physical appearance, which may compound existing sociocultural pressures about body image. We identified users of social networking sites among a nationally representative U.S. sample (N = 1,686) and examined …
Queer identity online
Women’s experiences with general and sexual harassment in online video games
Online video games can be a toxic environment for women. A survey assessed women’s ( N = 293) experiences with general harassment and sexual harassment in online video games, including frequency of harassment, rumination about the harassment, perceptions of organizational responsiveness (i.e. efforts the gaming company made to address harassment), and withdrawal from the game. Women reported coping strategies to mitigate harassment, including gen…
The Dark Triad and trait self-objectification as predictors of men’s use and self-presentation behaviors on social networking sites
Assessing the effects of gamification in the classroom
Perpetuating online sexism offline
Playing for Love in a Romantic Video Game
Previous studies have identified relationships between romantic media consumption and users’ romantic beliefs, but romantic video games (RVGs; i.e., games in which players attempt to foster a romantic relationship with a chosen game character, also called dating games or dating simulators) remain understudied. Using a cultivation framework, we conducted an online survey of female Chinese players to determine their consumption of the RVG genre, id…
Inferences About Avatars
This study integrated the computers as social actors (CASA) framework with objectification theory to predict that traits, such as sexism, influence perceptions of virtual representations as well as attributions of the source and message. Participants (N = 397) received a message about dating or job interviews presented by a virtual woman in either context-appropriate or context-inappropriate dress. Causal modeling techniques revealed that partici…
Avatars Versus Agents
Existing research has investigated whether virtual representations perceived to be controlled by humans (i.e., avatars) or those perceived to be controlled by computer algorithms (i.e., agents) are more influential. A meta-analysis (N = 32) examined the model of social influence in virtual environments (Blascovich, 2002) and investigated whether agents and avatars in virtual environments elicit different levels of social influence. Results indica…
Media Portrayals of Romantic Relationship Maintenance
Maintenance behaviors play an important role in sustaining relational states, especially within committed romantic relationships. Limited research, however, has considered media portrayals of these behaviors. From the framework of social cognitive theory, this content analysis examined relational maintenance behaviors portrayed by committed romantic couples (heterosexual, gay, and lesbian) on prime-time network television. The frequency of mainte…
Sexualized Avatars Lead to Women’s Self-Objectification and Acceptance of Rape Myths
Research has indicated that many video games and virtual worlds are populated by unrealistic, hypersexualized representations of women, but the effects of using these representations remain understudied. Objectification theory suggests that women’s exposure to sexualized media representations leads to self-objectification. Further, we anticipated this process would lead to increases in rape myth acceptance (RMA). Two experiments (Study 1, N = 87;…
The dark side of social networking sites
The dark side of social networking sites
Women’s experiences with general and sexual harassment in online video games
Online video games can be a toxic environment for women. A survey assessed women’s ( N = 293) experiences with general harassment and sexual harassment in online video games, including frequency of harassment, rumination about the harassment, perceptions of organizational responsiveness (i.e. efforts the gaming company made to address harassment), and withdrawal from the game. Women reported coping strategies to mitigate harassment, including gen…
The role of Facebook in romantic relationship development
This study examines the implications of social networking web sites (SNSs) within romantic relationships. Specifically, Knapp's (1978) stage model of relationships is examined through a new lens wherein the role of SNSs, specifically Facebook, is explored in the escalation stages of romantic relationships (i.e., initiating, experimenting, intensifying, integrating, and bonding). Furthermore, this study sought to discern the interpersonal and soci…
Sexualized Avatars Lead to Women’s Self-Objectification and Acceptance of Rape Myths
Research has indicated that many video games and virtual worlds are populated by unrealistic, hypersexualized representations of women, but the effects of using these representations remain understudied. Objectification theory suggests that women’s exposure to sexualized media representations leads to self-objectification. Further, we anticipated this process would lead to increases in rape myth acceptance (RMA). Two experiments (Study 1, N = 87;…
Virtual Virgins and Vamps
Virtual Reality
In this article, we provide the nontechnical reader with a fundamental understanding of the components of virtual reality (VR) and a thorough discussion of the role VR has played in social science. First, we provide a brief overview of the hardware and equipment used to create VR and review common elements found within the virtual environment that may be of interest to social scientists, such as virtual humans and interactive, multisensory feedba…
Fear of Isolation and Perceived Affordances
The spiral of silence (SoS) framework elaborates the factors that determine whether individuals are willing to express their opinions in public. Although previous scholarship has examined differences in between face-to-face and computer-mediated communication, research studies have rarely tested how perceived affordances of the channel influence whether individuals express opinions or self-censor. In this study (N = 399), we examine several propo…
Romantic relationship initiation and escalation through mobile dating apps
Like online dating sites, mobile dating applications are popular technologies for navigating the dating market, whether for seeking romantic relationships or sexual partners. The searching-matching-interacting (SMI) framework describes mate selection in the dating market and how mediated market intermediaries (e.g., dating apps) can aid these functions. We conducted in-depth interviews ( N = 37) to explore dating app use during relationship initi…
Player experiences in a massively multiplayer online game
Video game researchers have struggled to capture players’ personal experiences in natural gaming contexts. We used longitudinal diary methods to examine the everyday experiences of new and experienced players within a massively multiplayer online game, Team Fortress 2. Participants ( N = 38) completed diaries about gameplay and negative social interactions such as trash-talking and harassment. Themes included frustrating play and performance as m…
Technology, relationships, and well-being
Technology, relationships, and well-being represent three influential parts of our daily lives. They also represent a common area of research for scholars in a variety of disciplines. Here, we offer guidance for researchers interested in studying the connections among these issues and introduce the special issue in the Journal of Social and Personal Relationships focused on the confluence of these topics. We take each issue in turn, along with th…
Romantic relationship dissolution on social networking sites
Social media users post an endless stream of life updates, commentary, and other content. This online self-presentation constitutes a narrative that can be examined as a shared account. In this study, we tested the applicability of Duck's model of relational dissolution (Duck, 1982; Rollie & Duck, 2006) to participants' personal and public accounts of their romantic breakups on social networking sites (also referred to as social network sites). W…
Playing for Love in a Romantic Video Game
Previous studies have identified relationships between romantic media consumption and users’ romantic beliefs, but romantic video games (RVGs; i.e., games in which players attempt to foster a romantic relationship with a chosen game character, also called dating games or dating simulators) remain understudied. Using a cultivation framework, we conducted an online survey of female Chinese players to determine their consumption of the RVG genre, id…
Inferences About Avatars
This study integrated the computers as social actors (CASA) framework with objectification theory to predict that traits, such as sexism, influence perceptions of virtual representations as well as attributions of the source and message. Participants (N = 397) received a message about dating or job interviews presented by a virtual woman in either context-appropriate or context-inappropriate dress. Causal modeling techniques revealed that partici…
Media Portrayals of Romantic Relationship Maintenance
Maintenance behaviors play an important role in sustaining relational states, especially within committed romantic relationships. Limited research, however, has considered media portrayals of these behaviors. From the framework of social cognitive theory, this content analysis examined relational maintenance behaviors portrayed by committed romantic couples (heterosexual, gay, and lesbian) on prime-time network television. The frequency of mainte…
A podiatric health screening in Harlem
A podiatric health screening in Harlem. D I Rosenstein, R Baerg, G Gastwirth, and J FoxCopyRight https://doi.org/10.2105/AJPH.65.6.634 Published Online: October 07, 2011
The Triumph of Propaganda
Journal Article The Triumph of Propaganda: Film and National Socialism Get access Joanne Fox Joanne Fox Search for other works by this author on: Oxford Academic Google Scholar German History, Volume 15, Issue 3, July 1997, Pages 437–439, https://doi.org/10.1093/gh/15.3.437 Published: 01 July 1997
Phonologies of Asia and Africa (Including the Caucasus)
Virtual Self-Modeling
Social cognitive theory is often implemented when researchers develop treatments and campaigns for health behavior change. Immersive virtual environment technology (IVET) enables novel explorations of health behavior modeling. In Study 1, participants were randomly assigned to one of three treatments: vicarious reinforcement, in which a virtual representation of the physical self (VRS) gained or lost weight in accordance with participants' physic…
Behind Enemy Lines
Journal Article Behind Enemy Lines: Gender, Passing and the Special Operations Executive in the Second World War. By Juliette Pattinson. Get access Behind Enemy Lines: Gender, Passing and the Special Operations Executive in the Second World War. By Juliette Pattinson. Manchester University Press, Manchester and New York, 2007. xv + 236 pp. ISBN 978-0-7190-7569-8, £55. Jo Fox Jo Fox Durham University Search for other works by this author on: Oxfor…
Virtual Virgins and Vamps
Virtual Reality
In this article, we provide the nontechnical reader with a fundamental understanding of the components of virtual reality (VR) and a thorough discussion of the role VR has played in social science. First, we provide a brief overview of the hardware and equipment used to create VR and review common elements found within the virtual environment that may be of interest to social scientists, such as virtual humans and interactive, multisensory feedba…
Through Amateur Eyes
Much has been written on the use and function of the image in the Third Reich: from film and fine art to photography and spectacle. Far less consideration has been given to the ability of amateur film and photography to uncover ‘alternative perspectives’ on everyday life, war and genocide in Nazi Germany—not necessarily by those who were attempting to construct a propagandistic vision in order to capture Nazi ideology, but as seen through the eye…
Humphrey Jennings and British Documentary Film
Humphrey Jennings has been described as a poet, a propagandist, an artist, an interpreter of the human condition, and, of course, a documentary film-maker. In many ways, his films encapsulate the imagined experience of the Second World War in Britain: stoic resilience, the eternal values of civilisation and culture, endurance against the odds, and good humour. Jennings, along with Bill Brandt and Herbert Mason, created the visual memory of the co…
The role of Facebook in romantic relationship development
This study examines the implications of social networking web sites (SNSs) within romantic relationships. Specifically, Knapp's (1978) stage model of relationships is examined through a new lens wherein the role of SNSs, specifically Facebook, is explored in the escalation stages of romantic relationships (i.e., initiating, experimenting, intensifying, integrating, and bonding). Furthermore, this study sought to discern the interpersonal and soci…
Avatars Versus Agents
Existing research has investigated whether virtual representations perceived to be controlled by humans (i.e., avatars) or those perceived to be controlled by computer algorithms (i.e., agents) are more influential. A meta-analysis (N = 32) examined the model of social influence in virtual environments (Blascovich, 2002) and investigated whether agents and avatars in virtual environments elicit different levels of social influence. Results indica…
Media Portrayals of Romantic Relationship Maintenance
Maintenance behaviors play an important role in sustaining relational states, especially within committed romantic relationships. Limited research, however, has considered media portrayals of these behaviors. From the framework of social cognitive theory, this content analysis examined relational maintenance behaviors portrayed by committed romantic couples (heterosexual, gay, and lesbian) on prime-time network television. The frequency of mainte…
Sexualized Avatars Lead to Women’s Self-Objectification and Acceptance of Rape Myths
Research has indicated that many video games and virtual worlds are populated by unrealistic, hypersexualized representations of women, but the effects of using these representations remain understudied. Objectification theory suggests that women’s exposure to sexualized media representations leads to self-objectification. Further, we anticipated this process would lead to increases in rape myth acceptance (RMA). Two experiments (Study 1, N = 87;…
The dark side of social networking sites
The Dark Triad and trait self-objectification as predictors of men’s use and self-presentation behaviors on social networking sites
Assessing the effects of gamification in the classroom
Perpetuating online sexism offline
Playing for Love in a Romantic Video Game
Previous studies have identified relationships between romantic media consumption and users’ romantic beliefs, but romantic video games (RVGs; i.e., games in which players attempt to foster a romantic relationship with a chosen game character, also called dating games or dating simulators) remain understudied. Using a cultivation framework, we conducted an online survey of female Chinese players to determine their consumption of the RVG genre, id…
Inferences About Avatars
This study integrated the computers as social actors (CASA) framework with objectification theory to predict that traits, such as sexism, influence perceptions of virtual representations as well as attributions of the source and message. Participants (N = 397) received a message about dating or job interviews presented by a virtual woman in either context-appropriate or context-inappropriate dress. Causal modeling techniques revealed that partici…
Selective Self-Presentation and Social Comparison Through Photographs on Social Networking Sites
Through social media and camera phones, users enact selective self-presentation as they choose, edit, and post photographs of themselves (such as selfies) to social networking sites for an imagined audience. Photos typically focus on users' physical appearance, which may compound existing sociocultural pressures about body image. We identified users of social networking sites among a nationally representative U.S. sample (N = 1,686) and examined …
Queer identity online
Women’s experiences with general and sexual harassment in online video games
Online video games can be a toxic environment for women. A survey assessed women’s ( N = 293) experiences with general harassment and sexual harassment in online video games, including frequency of harassment, rumination about the harassment, perceptions of organizational responsiveness (i.e. efforts the gaming company made to address harassment), and withdrawal from the game. Women reported coping strategies to mitigate harassment, including gen…
Avatars and computer-mediated communication
Avatars are growing in popularity and present in many interfaces used for computer-mediated communication including social media, ecommerce, and educational applications. Communication researchers have been investigating avatars for over twenty years, and an examination of this literature reveals similarities but also notable discrepancies in conceptual definitions. The goal of this chapter is to provide a general overview of current debates, met…
Patient value
All health‐care systems are under financial pressure and many have therefore developed value frameworks to assist decision making regarding access to treatment. Unfortunately, many frameworks simply reflect the clinically focused values held by health‐care professionals rather than outcomes that also matter to patients. It is difficult to define one single homogeneous set of patient values as these are shaped by social, religious and cultural fac…
Fear of Isolation and Perceived Affordances
The spiral of silence (SoS) framework elaborates the factors that determine whether individuals are willing to express their opinions in public. Although previous scholarship has examined differences in between face-to-face and computer-mediated communication, research studies have rarely tested how perceived affordances of the channel influence whether individuals express opinions or self-censor. In this study (N = 399), we examine several propo…
Psychology (25 obras) · Social Psychology (23 obras) · Computer Science (13 obras) · Social Psychology (13 obras) · Sociology (9 obras) · Art (8 obras) · Impact of Technology on Adolescents (8 obras) · Political science (8 obras) · Developmental psychology (7 obras) · Media Influence and Health (7 obras)