Catherine C Pollack
Dados Biográficos
| ID | 6072541 |
|---|---|
| NOME | Catherine C Pollack |
| PRENOMES | Catherine C |
| SOBRENOME | Pollack |
| ASSINATURA | POLLACK C C |
| AFILIAÇÕES | Dartmouth College |
| ORCID | 0000-0002-7434-5306 |
| VERIFICADO | Sim |
| TOTAL DE OBRAS | 7 |
| TOTAL DE CITAÇÕES | 9 |
| TOTAL COMO AUTOR | 7 |
| TOTAL COMO EDITOR | 0 |
| PRIMEIRO ANO DE PUBLICAÇÃO | 2020 |
| ANO MAIS RECENTE DE PUBLICAÇÃO | 2025 |
| ÍNDICE H | 2 |
Covid-19 Policies and Sexually Transmitted Infections in 22 US States, January 2020–December 2021
Objectives. To quantify the effects of 5 jurisdiction-level COVID-19 policies on chlamydia, gonorrhea, and syphilis rates in 22 US jurisdictions between January 2020 and December 2021. Methods. We applied a mixed-effects, negative binomial, interrupted time series model to estimate the impact that each policy of interest had on reported cases. Results. Mandatory stay-at-home periods were associated with a decrease in reported chlamydia (incident …
The interaction of rurality and rare cancers for travel time to cancer care
PURPOSE: Geographic access to cancer care is known to significantly impact utilization and outcomes. Longer travel times have negative impacts for patients requiring highly specialized care, such as for rare cancers, and for those in rural areas. Scant population-based research informs geographic access to care for rare cancers and whether rurality impacts that access. METHODS: Using Medicare data (2014-2015), we identified prevalent cancers and …
Recall of food marketing on videogame livestreaming platforms
Digital media has become an integral part of adolescents’ lives. Mirroring this trend, food and non-alcoholic beverage (hereafter: food) brands increasingly promote products in digital media to maximise reach with young consumers. Videogame livestreaming platforms, where individuals can broadcast or watch streamed videogame footage, are a growing form of digital media. The top three platforms (market share by hours watched) are Twitch (72%), YouT…
Associations between adolescent and young adult External Food Cue Responsiveness (EFCR) and brand recall, product craving and product purchasing in the livestreaming food marketing environment
Objective: To evaluate the utility of three validated food responsiveness scales in measuring recall of, and responsiveness to, food marketing exposure on social media. Design: Cross-sectional survey among adolescents and adults who used the social media platform Twitch.tv (Twitch). Responsiveness to food marketing was self-reported as craving or purchasing any brands participants observed on Twitch. Participants completed three validated scales …
Prevalence and comparisons of alcohol, candy, energy drink, snack, soda, and restaurant brand and product marketing on Twitch, Facebook Gaming and YouTube Gaming
Objective: To compare and evaluate the prevalence of food and beverage marketing on the livestreaming platforms Twitch, Facebook Gaming and YouTube Gaming, as well as examine growth of food and beverage marketing on these platforms over a 17-month period of data collection. Design: Cross-sectional data were analysed across three livestreaming platforms and six food and beverage categories: alcohol, candy, energy drinks, snacks, sodas and restaura…
Prevalence and strategies of energy drink, soda, processed snack, candy and restaurant product marketing on the online streaming platform Twitch
Objective: To evaluate the prevalence of food and beverage marketing on Twitch.tv (Twitch), a social media platform where individuals broadcast live audiovisual material to millions of daily users. Design: Observational analysis of the prevalence of 238 food and beverage brands in five distinct categories (processed snacks; food delivery services and restaurants; candies, energy drinks/coffees/teas; and sodas and other sugar-sweetened beverages) …
How public values theory can influence energy infrastructure planning
How public values theory can influence energy infrastructure planning
Recall of food marketing on videogame livestreaming platforms
Digital media has become an integral part of adolescents’ lives. Mirroring this trend, food and non-alcoholic beverage (hereafter: food) brands increasingly promote products in digital media to maximise reach with young consumers. Videogame livestreaming platforms, where individuals can broadcast or watch streamed videogame footage, are a growing form of digital media. The top three platforms (market share by hours watched) are Twitch (72%), YouT…
Prevalence and strategies of energy drink, soda, processed snack, candy and restaurant product marketing on the online streaming platform Twitch
Objective: To evaluate the prevalence of food and beverage marketing on Twitch.tv (Twitch), a social media platform where individuals broadcast live audiovisual material to millions of daily users. Design: Observational analysis of the prevalence of 238 food and beverage brands in five distinct categories (processed snacks; food delivery services and restaurants; candies, energy drinks/coffees/teas; and sodas and other sugar-sweetened beverages) …
How public values theory can influence energy infrastructure planning
Associations between adolescent and young adult External Food Cue Responsiveness (EFCR) and brand recall, product craving and product purchasing in the livestreaming food marketing environment
Objective: To evaluate the utility of three validated food responsiveness scales in measuring recall of, and responsiveness to, food marketing exposure on social media. Design: Cross-sectional survey among adolescents and adults who used the social media platform Twitch.tv (Twitch). Responsiveness to food marketing was self-reported as craving or purchasing any brands participants observed on Twitch. Participants completed three validated scales …
Prevalence and comparisons of alcohol, candy, energy drink, snack, soda, and restaurant brand and product marketing on Twitch, Facebook Gaming and YouTube Gaming
Objective: To compare and evaluate the prevalence of food and beverage marketing on the livestreaming platforms Twitch, Facebook Gaming and YouTube Gaming, as well as examine growth of food and beverage marketing on these platforms over a 17-month period of data collection. Design: Cross-sectional data were analysed across three livestreaming platforms and six food and beverage categories: alcohol, candy, energy drinks, snacks, sodas and restaura…
The interaction of rurality and rare cancers for travel time to cancer care
PURPOSE: Geographic access to cancer care is known to significantly impact utilization and outcomes. Longer travel times have negative impacts for patients requiring highly specialized care, such as for rare cancers, and for those in rural areas. Scant population-based research informs geographic access to care for rare cancers and whether rurality impacts that access. METHODS: Using Medicare data (2014-2015), we identified prevalent cancers and …
Recall of food marketing on videogame livestreaming platforms
Digital media has become an integral part of adolescents’ lives. Mirroring this trend, food and non-alcoholic beverage (hereafter: food) brands increasingly promote products in digital media to maximise reach with young consumers. Videogame livestreaming platforms, where individuals can broadcast or watch streamed videogame footage, are a growing form of digital media. The top three platforms (market share by hours watched) are Twitch (72%), YouT…
Covid-19 Policies and Sexually Transmitted Infections in 22 US States, January 2020–December 2021
Objectives. To quantify the effects of 5 jurisdiction-level COVID-19 policies on chlamydia, gonorrhea, and syphilis rates in 22 US jurisdictions between January 2020 and December 2021. Methods. We applied a mixed-effects, negative binomial, interrupted time series model to estimate the impact that each policy of interest had on reported cases. Results. Mandatory stay-at-home periods were associated with a decrease in reported chlamydia (incident …
Business (4 obras) · Digital Marketing and Social Media (4 obras) · Medicine (4 obras) · Impact of Technology on Adolescents (3 obras) · Product (mathematics (3 obras) · Eating Disorders and Behaviors (2 obras) · Family medicine (2 obras) · Food marketing (2 obras) · Internal Medicine (2 obras) · Marketing (2 obras)