关键词: Advance care planning gamification qualitative research surveys and questionnaires

Mesh : Humans Aged Advance Care Planning Terminal Care Palliative Care Health Personnel China

来  源:   DOI:10.1177/02692163231222776

Abstract:
UNASSIGNED: Advance care planning can be challenging because discussing end-of-life care often has negative connotations. Gamification is a novel approach to encourage advance care planning conversations in Western culture.
UNASSIGNED: To co-design a game with multiple stakeholders to promote advance care planning in Chinese communities.
UNASSIGNED: A two-phase design guided by the Medical Research Council framework for developing complex interventions was adopted between May 2019 and August 2020. In phase I, a game prototype was developed based on literature review, expert consultation and end-user consultation. In Phase II, the game prototype was tested among end-users and refined according to their feedback and expertise of a multi-disciplinary team through an iterative process.
UNASSIGNED: Experts in the field of aged care, palliative care, life education and game development and Chinese community-dwelling adults aged 60 years or older.
UNASSIGNED: A board game called \'The Five Tastes Found in a Grocery Store\' was developed. The game design was shaped by Bandura\'s Self-efficacy theory and feedback from experts and end-users. The participants generally found the gaming experience enjoyable and appreciated the opportunity to discuss end-of-life care openly.
UNASSIGNED: This study is the first to develop an evidence-informed, theory-based, culturally sensitive game for promoting advance care planning in the Chinese community using a co-design approach.
摘要:
提前护理计划可能具有挑战性,因为讨论临终护理通常具有负面含义。游戏化是一种新颖的方法,可以鼓励西方文化中的提前护理计划对话。
与多个利益相关者共同设计游戏,以促进中国社区的提前护理计划。
在医学研究委员会框架的指导下,在2019年5月至2020年8月期间采用了两阶段设计,用于开发复杂的干预措施。在第一阶段,在文献综述的基础上开发了一个游戏原型,专家咨询和最终用户咨询。在第二阶段,游戏原型在最终用户中进行了测试,并通过迭代过程根据他们的反馈和多学科团队的专业知识进行了完善。
老年护理领域的专家,姑息治疗,生活教育和游戏开发以及中国60岁或以上的社区居住成年人。
开发了一种名为“在杂货店发现的五种口味”的棋盘游戏。游戏设计是由Bandura的自我效能理论以及专家和最终用户的反馈形成的。参与者通常发现游戏体验令人愉快,并赞赏有机会公开讨论临终护理。
这项研究是第一个开发有证据的,基于理论,使用共同设计方法促进华人社区提前护理计划的文化敏感游戏。
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