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对话游戏有效地促使人们群体参与关于死亡和临终的讨论。

Conversation Game Effectively Engages Groups of Individuals in Discussions about Death and Dying.

作者信息

Van Scoy Lauren Jodi, Reading Jean M, Scott Allison M, Green Michael J, Levi Benjamin H

机构信息

1 Division of Pulmonary, Allergy, and Critical Care, Pennsylvania State University , Hershey, Pennsylvania.

2 Department of Communications, University of Kentucky , Lexington, Kentucky.

出版信息

J Palliat Med. 2016 Jun;19(6):661-7. doi: 10.1089/jpm.2015.0390. Epub 2016 Mar 29.

DOI:10.1089/jpm.2015.0390
PMID:27022862
Abstract

BACKGROUND

Discussions about end-of-life (EOL) values, wishes, and beliefs are critical for effective advance care planning (ACP). New strategies are needed to engage individuals in EOL conversations.

OBJECTIVE

The study objective was to test the feasibility of using a conversation game to engage individuals in EOL discussions.

METHODS

This study used a mixed-methods approach. Participants played a conversation game that prompts players to answer and discuss 20 questions about death, dying, and EOL care. Participants completed pre- and postgame questionnaires and participated in postgame focus groups. Subjects were 70 healthy volunteers (18 groups of families, friends, or strangers). Demographics, emotional state, and perceived relational closeness were measured using preintervention questionnaires. Postintervention questionnaires measured conversation satisfaction, realism, self-rated quality, and emotional state. Postgame focus groups evaluated players' experiences playing the game.

RESULTS

Using a seven-point Likert scale (1 = low score, 7 = high score), players rated game conversations as satisfying (mean [M] = 6.1, SD = 0.9), realistic (M = 5.6, SD = 0.8), and of high quality (M = 5.7, SD = 0.9). There were no negative effects on emotional state immediately postgame (M = 1.3, SD = 0.5). A thematic analysis of participants' experiences (n = 55) revealed that (1) playing the game was an enjoyable, positive experience; (2) a game is a good framing for EOL discussions; and (3) there were mixed opinions about ideal game group composition.

CONCLUSIONS

This study established that healthy volunteers enjoyed engaging in a two-hour discussion about EOL issues when framed as a game. The game experience was a positive, satisfying, and enjoyable activity for participants. Further studies are needed to determine if health games can promote effective ACP.

摘要

背景

关于临终(EOL)价值观、愿望和信念的讨论对于有效的预立医疗计划(ACP)至关重要。需要新的策略来促使个人参与临终讨论。

目的

本研究的目的是测试使用对话游戏促使个人参与临终讨论的可行性。

方法

本研究采用混合方法。参与者玩一个对话游戏,该游戏促使玩家回答并讨论20个关于死亡、临终和临终护理的问题。参与者完成游戏前和游戏后的问卷,并参加游戏后的焦点小组。受试者为70名健康志愿者(18组家庭、朋友或陌生人)。使用干预前问卷测量人口统计学、情绪状态和感知的关系亲密度。干预后问卷测量对话满意度、现实感、自我评定质量和情绪状态。游戏后的焦点小组评估玩家的游戏体验。

结果

使用七点李克特量表(1 =低分,7 =高分),玩家对游戏对话的满意度评分为(均值[M]=6.1,标准差[SD]=0.9),现实感评分为(M = 5.6,SD = 0.8),质量评分为(M = 5.7,SD = 0.9)。游戏结束后立即对情绪状态没有负面影响(M = 1.3,SD = 0.5)。对参与者体验(n = 55)的主题分析表明:(1)玩游戏是一种愉快、积极的体验;(2)游戏是临终讨论的良好框架;(3)对于理想的游戏小组组成存在不同意见。

结论

本研究表明,当将关于临终问题的两小时讨论构建为游戏时,健康志愿者乐于参与。游戏体验对参与者来说是一项积极且令人满意的愉快活动。需要进一步研究以确定健康游戏是否能促进有效的预立医疗计划。

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