Li Liu, Yao Wang, Tad Chun-Kwan Ho, Miranda Man-Yee Li, Eddie Wai-Sum Cheung, Rita Suk-Kuen Chow, Can Gu, Helen Yue-Lai Chan
{"title":"与中国老年人和医疗服务提供者共同设计一个文化敏感性理论驱动的预先护理规划游戏。","authors":"Li Liu, Yao Wang, Tad Chun-Kwan Ho, Miranda Man-Yee Li, Eddie Wai-Sum Cheung, Rita Suk-Kuen Chow, Can Gu, Helen Yue-Lai Chan","doi":"10.1177/02692163231222776","DOIUrl":null,"url":null,"abstract":"<p><strong>Background: </strong>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.</p><p><strong>Aim: </strong>To co-design a game with multiple stakeholders to promote advance care planning in Chinese communities.</p><p><strong>Design: </strong>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.</p><p><strong>Setting/participants: </strong>Experts in the field of aged care, palliative care, life education and game development and Chinese community-dwelling adults aged 60 years or older.</p><p><strong>Results: </strong>A board game called '<i>The Five Tastes Found in a Grocery Store</i>' 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.</p><p><strong>Conclusions: </strong>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.</p>","PeriodicalId":19849,"journal":{"name":"Palliative Medicine","volume":" ","pages":"343-351"},"PeriodicalIF":3.6000,"publicationDate":"2024-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Co-designing a culturally-sensitive theory-driven advance care planning game with Chinese older adults and healthcare providers.\",\"authors\":\"Li Liu, Yao Wang, Tad Chun-Kwan Ho, Miranda Man-Yee Li, Eddie Wai-Sum Cheung, Rita Suk-Kuen Chow, Can Gu, Helen Yue-Lai Chan\",\"doi\":\"10.1177/02692163231222776\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<p><strong>Background: </strong>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.</p><p><strong>Aim: </strong>To co-design a game with multiple stakeholders to promote advance care planning in Chinese communities.</p><p><strong>Design: </strong>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.</p><p><strong>Setting/participants: </strong>Experts in the field of aged care, palliative care, life education and game development and Chinese community-dwelling adults aged 60 years or older.</p><p><strong>Results: </strong>A board game called '<i>The Five Tastes Found in a Grocery Store</i>' 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.</p><p><strong>Conclusions: </strong>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.</p>\",\"PeriodicalId\":19849,\"journal\":{\"name\":\"Palliative Medicine\",\"volume\":\" \",\"pages\":\"343-351\"},\"PeriodicalIF\":3.6000,\"publicationDate\":\"2024-03-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Palliative Medicine\",\"FirstCategoryId\":\"3\",\"ListUrlMain\":\"https://doi.org/10.1177/02692163231222776\",\"RegionNum\":2,\"RegionCategory\":\"医学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"2024/1/31 0:00:00\",\"PubModel\":\"Epub\",\"JCR\":\"Q1\",\"JCRName\":\"HEALTH CARE SCIENCES & SERVICES\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Palliative Medicine","FirstCategoryId":"3","ListUrlMain":"https://doi.org/10.1177/02692163231222776","RegionNum":2,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"2024/1/31 0:00:00","PubModel":"Epub","JCR":"Q1","JCRName":"HEALTH CARE SCIENCES & SERVICES","Score":null,"Total":0}
Co-designing a culturally-sensitive theory-driven advance care planning game with Chinese older adults and healthcare providers.
Background: 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.
Aim: To co-design a game with multiple stakeholders to promote advance care planning in Chinese communities.
Design: 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.
Setting/participants: Experts in the field of aged care, palliative care, life education and game development and Chinese community-dwelling adults aged 60 years or older.
Results: 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.
Conclusions: 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.
期刊介绍:
Palliative Medicine is a highly ranked, peer reviewed scholarly journal dedicated to improving knowledge and clinical practice in the palliative care of patients with far advanced disease. This outstanding journal features editorials, original papers, review articles, case reports, correspondence and book reviews. Essential reading for all members of the palliative care team. This journal is a member of the Committee on Publication Ethics (COPE).