TY - JOUR
T1 - Exploring the Topics Discussed During a Conversation Card Game About Death and Dying
T2 - A Content Analysis
AU - Van Scoy, Lauren Jodi
AU - Reading, Jean M.
AU - Scott, Allison M.
AU - Chuang, Cynthia
AU - Levi, Benjamin H.
AU - Green, Michael J.
N1 - Publisher Copyright:
© 2016 American Academy of Hospice and Palliative Medicine
PY - 2016/11/1
Y1 - 2016/11/1
N2 - 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.
AB - 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.
UR - http://www.scopus.com/inward/record.url?scp=84992135550&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=84992135550&partnerID=8YFLogxK
U2 - 10.1016/j.jpainsymman.2016.03.021
DO - 10.1016/j.jpainsymman.2016.03.021
M3 - Article
C2 - 27650010
AN - SCOPUS:84992135550
SN - 0885-3924
VL - 52
SP - 655
EP - 662
JO - Journal of Pain and Symptom Management
JF - Journal of Pain and Symptom Management
IS - 5
ER -