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首页> 外文期刊>Journal of pain and symptom management. >Exploring the Topics Discussed During a Conversation Card Game About Death and Dying: A Content Analysis
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Exploring the Topics Discussed During a Conversation Card Game About Death and Dying: A Content Analysis

机译:探索在纸牌游戏中讨论的关于死亡和死亡的主题:内容分析

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Context: 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. Objective: To describe the content and clinical relevance of conversations that occur during a nonfacilitated end-of-life conversation game. Methods: 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. Results: 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. Conclusions: Topics discussed during a nonfacilitated end-of-life conversation game are substantive and address important issues for advance care planning.
机译:背景:亲人之间的实质性讨论对于有效的预先护理计划是必要的。尽管目前使用多种工具来促进对话,但是它们刺激的对话的内容和临床意义尚不清楚。目的:描述在无帮助的报废游戏中发生的对话的内容和临床意义。方法:使用便利抽样,我们安排成年志愿者参加寿命终止的对话游戏(每场2-6个人; n = 68)。与会者讨论了有关死亡,垂死或生命终止问题的20个问题。游戏历时长达两个小时,并使用常规的定性内容分析方法进行录音,转录和分析,以识别新出现的主题。结果:参与者(n = 68)主要是白种人(94%),女性(68%),平均年龄为51.3岁(SD 0.7)。分析了十七场比赛。游戏对话中出现了四个主要主题:1)人的重要性,人际关系以及在临终决策过程中扮演的角色; 2)与临终关怀和临终时期有关的价值观,信念和偏好,3)有关为死后准备做准备的考虑因素,以及4)故事或经历对告知自己的寿命终止偏好的相关性。结论:在无帮助的寿命终止游戏中讨论的主题是实质性的,并解决了预先护理计划的重要问题。

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