Choosing an Effective Healthcare Spokesperson: An Interactive Intervention
Choosing an Effective Healthcare Spokesperson: An Interactive Intervention
批准号:
10238110
负责人:
Michael J. Green
金额:
$20.27万
依托单位国家:
美国
项目类别:
财政年份:
2020
资助国家:
美国
项目状态:
已结题
起止时间:
2020-08-14 至 2023-07-31
关键词:
AddressAdvance Care PlanningAffectAmericanCaringCommunicationConflict (Psychology)DataDecision MakingElderlyElementsFamilyFocus GroupsFutureGenerationsGoalsHealth behaviorHealthcareIndividualInterventionInterviewJointsJudgmentLawsLeadLearningLifeMeasuresMedicalMedical Care CostsMetaphorMethodsOccupationsParentsPatientsPersonsPlayPositioning AttributeProcessQualitative MethodsRandomized Controlled TrialsReportingResearchRoleSpousesTarget PopulationsThinkingUncertaintybasedesigneffective interventionefficacy evaluationexperiencehealth care qualityimprovedloved onesnovelpreferencepressurepromoterprototyperecruitsmartphone Applicationsurrogate decision makertrustworthinesswillingness
中文摘要
项目摘要/摘要
提前护理计划(ACP)是预先思考和阐明自己的
对未来医疗的偏好,长期以来一直被推广为人们接受医疗的一种方式
与他们的价值观、目标和喜好相一致的治疗。许多专家认为这一决定是“谁来决定的”
如果你不能为你自己说话,为你做医疗决定?“成为最重要的单一组件
是ACP公司的。即便如此,研究表明,代孕药经常不准确地代表患者的意愿--这
提出了一个问题:干预是否可以帮助患者更好地识别代言人
准确代表患者意愿所需的品质。令人惊讶的是,没有干预(据我们所知)
都是为了帮助人们考虑他们选择的代言人的实际素质而设计的
更少聘请这些发言人来确认他们能准确地代表患者的意愿。
我们开发了一种名为《你会选择谁:严肃娱乐》(WWYC)的“严肃游戏”干预措施
帮助人们思考医疗发言人应该具备的关键素质。干预使用了旋转器,
卡片、骰子和智能手机应用程序,以提示玩家(使用场景和隐喻)选择
其素质最适合这一角色的发言人。友谊赛因有球员参与而受到鼓励
答对的话会得到加分,回答正确的人会得到加分。在…的末尾
在游戏中,玩家根据游戏过程中考虑的品质来确定现实生活中的代言人。然后,
使用相关的智能手机应用程序,干预将有助于引发玩家和
他们选择的发言人。
该项目有三个具体目标:
目标1.探索玩这款新奇游戏时,你会选择谁来影响人们对
发言人。使用包括焦点小组和一对一采访在内的定性方法,我们将探索
WWYC如何影响个体玩家选择代言人的思维过程,以及他们的选择
因为玩游戏而改变。
目的2.确定WWYC是帮助个人选择和聘用代言人的可行方式。我们
如果:1)我们可以有效地招募100个人来玩游戏;2)>;75%的游戏玩家,我们将判断它是可行的
报告称,玩游戏有助于选择代言人;3)>;75%的游戏玩家支持
游戏;4)>;75%的代言人在玩家请求后与WWYC(使用其在线界面)进行互动。
目标3.整合定性和定量数据,以解释玩游戏的体验与
他们的发言人是否愿意参与。我们假设,一个积极的玩家体验WWYC
将与其发言人的成功接触联系在一起。
英文摘要
Project Summary/Abstract
Advance care planning (ACP) is the process of thinking through and articulating in advance one's
preferences for future medical care, and has long been promoted as a way for people to receive medical
treatment consistent with their values, goals, and preferences. Many experts consider the decision “Who will
make medical decisions for you if you couldn't speak for yourself?” to be the single most important component
of ACP. Even so, research has shown that surrogates often inaccurately represent patients' wishes –which
raises the question whether an intervention can help patients do a better job identifying spokespersons with
the qualities needed to accurately represent patients' wishes. Surprisingly, no interventions (to our knowledge)
have been explicitly designed to help people consider the actual qualities of their chosen spokesperson, much
less engage these spokespersons to confirm that they can accurately represent the patient's wishes.
We developed a “serious game” intervention called “Who Would You Choose: Serious Fun” (WWYC) to
help people consider the key qualities healthcare spokespersons should have. The intervention uses a spinner,
cards, and dice, along with a smart-phone App to prompt players (using scenarios and metaphors) to choose a
spokesperson whose qualities are best suited to the role. Friendly competition is encouraged by having players
receive points for correct answers, and additional points for good explanations of their choices. At the end of
the game, players identify a real-life spokesperson based on the qualities considered during game-play. Then,
using an associated smart-phone App, the intervention will help spark communication between the player and
their chosen spokesperson.
The project has three specific aims:
Aim 1. To explore how playing the novel game Who Would You Choose affects people's choice of a
spokesperson. Using qualitative methods including focus groups and one-on-one interviews, we will explore
how WWYC affects individual players' thought process for choosing a spokesperson, and whether their choice
changes as a result of game-play.
Aim 2. To establish that WWYC is a feasible way to help individuals choose and engage a spokesperson. We
will judge it feasible if: 1) We can efficiently recruit 100 individuals to play the game; 2) >75% of game players
report that playing the game is helpful for choosing a spokesperson; 3) >75% of game players endorse the
game; 4) >75% of spokespersons engage with WWYC (using its online interface) following player request.
Aim 3. To integrate qualitative and quantitative data to explain how the experience of playing the game relates
to their spokesperson's willingness to engage. We hypothesize that a positive player experience with WWYC
will be associated with successful engagement with their spokesperson.
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Choosing an Effective Healthcare Spokesperson: An Interactive Intervention
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批准号:10039330
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依托单位:
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依托单位:
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负责人:Michael J. Green
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批准号:6782488
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资助金额:$22.46万
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财政年份:2003
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负责人:Michael J. Green
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依托单位:
COMPUTER EDUCATION FOR BREAST CANCER GENETIC TESTING
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资助金额:$6.61万
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财政年份:1995
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依托单位:
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资助金额:$4.82万
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依托单位:
海外基金