Joe Cox, PhD
- Title: Canada Research Chair in Digital Disruption and Organizational Transformation
- Phone: 780-509-7569
- Email: email@example.com
Dr Joe Cox is an economist working in the area of the digital economy. He holds a PhD from the University of Portsmouth and worked there for more than thirteen years, holding several key positions including Economics and Finance Research Lead and Director of Undergraduate Programs in Economics. He joined the Faculty of Business at Athabasca University in September 2018 in the prestigious role of Canada Research Chair.
Dr Cox is an active researcher in the area of the digital economy and has regularly published his work in a range of leading journals, including Computers in Human Behavior, the European Journal of Operational Research, Kyklos, the Journal of Cultural Economics and Nonprofit & Voluntary Sector Quarterly. He has also authored chapters appearing in edited books such as the economics of the video gaming leisure market in the Handbook on the Economics of Leisure and a chapter on crowdfunding in creative and cultural industries in the upcoming Handbook of Research on Crowdfunding.
In addition to his published work, Dr Cox has been the principal investigator on a number of major research grants including ‘Volunteer and Crowdsourcing Economics (VOLCROWE)’, a $1.3m project funded by the Engineering and Physical Sciences Research Council in the UK involving collaborators from the Universities of Oxford, Manchester and Leeds. He was also the academic lead on the $500k ‘Landscape Watch’ project funded by Innovate UK which involved collaboration between the University of Portsmouth, a small-medium enterprise and local government. He has been instrumental in establishing significant partnerships and research collaborations with external organizations such as Lendwithcare (part of CARE International), the Citizen Science Alliance and the Crowdfunding Centre.
Tosatto, J., Cox, J. & Nguyen, T. (2019). An Overview of Crowdfunding in the Creative and Cultural Industries. In A. Parhankangas, C. Mason & H. Landström (Eds.). Handbook of Research on Crowdfunding. Cheltenham: Edward Elgar. Available at: https://bit.ly/2RciWuB
Cox, J., Oh. E.Y., Simmons, B., Graham, G., Greenhill, A., Lintott, C., Masters, K. & Meriton, R. (2018). Getting connected: An empirical investigation of the relationship between social capital and philanthropy among online volunteers. Nonprofit and Voluntary Sector Quarterly, Forthcoming. Available at: https://bit.ly/2zBkvwc
Cox, J., Nguyen, T. & Kang, S.M. (2018). The kindness of strangers? An investigation into the interaction of funder motivations in online crowdfunding campaigns. Kyklos, 71(2), 187-212. Available at: https://bit.ly/2zAEBGC
Cox, J., Oh. E.Y., Simmons, B., Graham, G., Greenhill, A., Lintott, C., Masters, K. & Woodcock, J. (2018). Doing good online: The changing relationships between motivations, activity and retention among online volunteers. Nonprofit and Voluntary Sector Quarterly, 47(5), 1031-1056. Available at: https://bit.ly/2OW7guW
Kaimann, D., Stroh-Maraun, N. & Cox, J. (2018). Variety in the video game industry: An empirical study of information theory and the Wundt curve. Managerial and Decision Economics, 39(3), 354-362. Available at: https://bit.ly/2OUNzUw
Cox, J., Nguyen, T., Thorpe, A., Ishizaka, A., Chakhar, S. & Meech. L. (2018). Being seen to care: The effect of lender visibility in pro-social crowdfunding. Computers in Human Behaviour, 83, 45-55. Available at: https://bit.ly/2xS4DDi
Cox, J. & Nguyen, T. (2018). Does the crowd mean business? The distribution of crowdfunding and support for small firms. Journal of Small Business and Enterprise Development, 25(1), 147-162. Available at: https://bit.ly/2NJDXPP
Kaimann, D., Stroh-Maraun, N. & Cox, J. (2018). A duration model of consumer preferences and determinants of video game consumption. Journal of Consumer Behaviour, 17(3), 290-301. Available at: https://bit.ly/2OSygvp
Stroh-Maraun, N., Kaimann, D. & Cox, J. (2018). More than skills: A novel matching proposal for multiplayer video games. Entertainment Computing, 25, 26-36. Available at: https://bit.ly/2zAabo0
Cox, J. (2017). Play it again Sam? Versioning in the market for second-hand video game software. Managerial and Decision Economics, 38(4), 526-533. Available at: https://bit.ly/2OSlmh3
Woodcock, J., Greenhill, A., Holmes, K., Graham, G., Cox, J., Oh, E.Y. & Masters, K. (2017). Crowdsourcing citizen science: exploring the tensions between paid professionals and users. The Journal of Peer Production, 10. Available at: https://bit.ly/2QgzQrq
Masters, K., Oh, E.Y., Cox, J., Simmons, B., Lintott, C., Graham, G., Greenhill, A. & Holmes, K. (2016). Science learning via participation in online citizen science. Journal of Science Communication, 15(3), 1-33. Available at: https://bit.ly/2OQhQnk
Greenhill, A., Holmes, K., Woodcock, J., Lintott, C., Simmons, B., Graham, G., Cox, J., Oh, E.Y. & Masters, K. (2016). Playing with science: Exploring how game activity motivates user participation on an online citizen science platform. Aslib Journal of Information Management, 68(3), 306-325. Available at: https://bit.ly/2zBa0IW
Cox, J. & Kaimann, D. (2015). How do reviews from professional critics interact with other signals of product quality? Evidence from the video gaming industry. Journal of Consumer Behaviour, 14(6), 366-377. Available at: https://bit.ly/2NIB3uK
Cox, J., Oh, E.Y., Simmons, B., Lintott, C., Masters, K., Graham, G., Greenhill, A. & Holmes, K. (2015). Defining and measuring success in online citizen science: A case study of Zooniverse projects. Computing in Science and Engineering, 17(4), 28-41. Available at: https://bit.ly/2NMjudk
Collins, A., Cox, J. & Leonard, A. (2015). ‘I blame the parents’: Analysing support for the deficient household social capital transmission thesis. Howard Journal of Criminal Justice, 54 (2), 135-156. Available at: https://bit.ly/2OPYRZX
Cox, J. & Collins, A. (2014). Sailing in the same ship? Differences in factors motivating piracy of music and movie content. Journal of Behavioural and Experimental Economics, 50, 70-76. Available at: https://bit.ly/2zA9jzD
Cox, J. (2014). What makes a blockbuster video game? An empirical analysis of US sales data. Managerial and Decision Economics, 35(3), 189-198. Available at: https://bit.ly/2N7pNTv
Jaffry, S., Ghulam, Y. & Cox, J. (2013). Trends in efficiency in response to regulatory reforms: The case of Indian and Pakistani commercial banks. European Journal of Operational Research, 226(1), 122-131. Available at: https://bit.ly/2R509SC
‘An open challenge to excellence? Crowdfunding, crowdsourcing and citizen science’. Specially invited panel member, Royal Society Creating Connections Conference (Manchester UK – November 2017).
‘A decision rule approach for analysing the attractiveness of crowdfunding projects’. 58th Conference of the Operational Research Society (Portsmouth, UK – September 2016).
‘Organising work online with crowds’. 76th Annual Meeting of the Academy of Management (Anaheim, USA – August 2016)
‘The interaction of signals: A fuzzy-set analysis of the video game industry’, 17th ACEI Annual Conference (Montreal, Canada – June 2014).
‘The signalling effect of critics: Evidence from a market for experience goods’. 35th ISMS Marketing Science Conference (Istanbul, Turkey – July 2013)
‘The US video games industry’. Specially invited panel member, 16th ACEI Annual Conference (Kyoto, Japan – May 2012)
‘An empirical analysis of blockbuster video games’. 16th ACEI Annual Conference (Kyoto, Japan – May 2012)
Dr Cox is a member of the Canadian Economics Association, as well as the Association of Cultural Economics International, the New Economic Models in the Digital Economy (NEMODE) ‘network+’ group funded by RCUK, as well as the digital economy research group ‘READIE’ which was formed by NESTA, the UK research and innovation policy group and registered charity.
Dr Cox has also served as a peer reviewer for grant applications submitted to the Engineering and Physical Sciences Research Council in the UK, as well as for the academic journals Journal of Cultural Economics, Managerial and Decision Economics, Computers in Human Behavior, Journal of Media Economics, European Journal of Information Systems, International Journal of Communication, Citizen Science Theory and Practice and the Journal of Behavioural and Experimental Economics.