Van Scoy Lauren Jodi, Reading Jean M, Scott Allison M, Chuang Cynthia, Levi Benjamin H, Green Michael J
Medicine and Humanities, Penn State Milton S. Hershey Medical Center, Hershey, Pennsylvania, USA.
Penn State Milton S. Hershey Medical Center, Hershey, Pennsylvania, USA.
J Pain Symptom Manage. 2016 Nov;52(5):655-662. doi: 10.1016/j.jpainsymman.2016.03.021. Epub 2016 Sep 17.
Substantive discussions between loved ones are necessary for effective advance care planning. Although multiple tools are currently in use for promoting conversations, the content and clinical relevance of the conversations they stimulate is unknown.
To describe the content and clinical relevance of conversations that occur during a nonfacilitated end-of-life conversation game.
Using convenience sampling, we scheduled adult volunteers to participate in an end-of-life conversation game (2-6 individuals per game; n = 68). Participants discussed 20 questions about death, dying, or end-of-life issues. Games lasted up to two hours and were audio-recorded, transcribed, and analyzed using a conventional qualitative content analysis approach to identify emerging themes.
Participants (n = 68) were primarily Caucasian (94%), females (68%), with mean age of 51.3 years (SD 0.7). Seventeen games were analyzed. Four primary themes emerged during game conversations: 1) the importance of people, relationships, and the roles played during end-of-life decision making, 2) values, beliefs, and preferences related to end-of-life care and the dying period, 3) considerations about preparing for the aftermath of one's death, and 4) the relevance of stories or experiences for informing one's own end-of-life preferences.
Topics discussed during a nonfacilitated end-of-life conversation game are substantive and address important issues for advance care planning.
亲人之间进行实质性的讨论对于有效的预先护理计划至关重要。尽管目前有多种工具用于促进对话,但这些工具所激发的对话内容及其临床相关性尚不清楚。
描述在无引导的临终对话游戏中发生的对话内容及其临床相关性。
采用便利抽样法,我们安排成年志愿者参加临终对话游戏(每场2-6人;n = 68)。参与者讨论了20个关于死亡、临终或临终问题的问题。游戏持续长达两个小时,并进行了录音、转录,并使用传统的定性内容分析方法进行分析,以确定新出现的主题。
参与者(n = 68)主要是白种人(94%),女性(68%),平均年龄为51.3岁(标准差0.7)。分析了17场游戏。在游戏对话中出现了四个主要主题:1)人、人际关系以及在临终决策过程中所扮演的角色的重要性,2)与临终护理和临终阶段相关的价值观、信仰和偏好,3)对为自己死后的善后事宜做准备的考虑,4)故事或经历对形成自己临终偏好的相关性。
在无引导的临终对话游戏中讨论的话题是实质性的,并且涉及到预先护理计划的重要问题。