- ICH GCP
- Registro degli studi clinici negli Stati Uniti
- Sperimentazione clinica NCT03456921
Using an End-of-life Conversation Game to Engage Underserved Communities in Advance Care Planning
Panoramica dello studio
Stato
Condizioni
Intervento / Trattamento
Descrizione dettagliata
The project goal explores how best to meet the needs of underserved communities to improve engagement in the advance care planning (ACP) process, which is defined as a complex and ongoing process that involves discussions with loved ones and/or clinicians, and/or may involve completion of an advance directive document. This national project involves two components: 1) a community outreach program, Community Game Days; and 2) a research project. The community outreach component seeks to provide an effective, evidence based ACP intervention to 50 underserved communities (defined as those with poor access to healthcare systems due to economic, cultural or linguistic barriers). Of these, 15 African American communities across the United States will be selected for participation in the research aspect of the project which seeks to assess the program's impact on and to learn about the unique needs of African American populations with regard to ACP. A highly integrated, collaborative approach will be used, bringing together a national organization concerned about end-of-life care (the Hospice Foundation of America (HFA) and a university-based academic research team (led by Dr. Lauren Van Scoy at Penn State Milton S. Hershey Medical Center through her research program, Project Talk).
The project teams will organize and support a 14-month long community outreach project that will bring an end-of-life conversation game, "Hello," to 50 communities across the United States. The game has been found to stimulate substantive, enjoyable and meaningful end-of-life discussions among participants. Further, over 70% of participants who played the game went on to perform additional ACP behaviors.2-4 That body of research is limited, however, by a primarily Caucasian or South Asian Indian demographic. It is well established that African Americans have historically low rates of ACP completion when compared to Caucasians and that they often receive overly aggressive and unwanted care at the end-of-life.5,6 Thus, learning how best to engage the African American population in ACP activities is critical. Thus, this research project aims to determine whether and to what extent this priming activity yields similar results in African American communities. The research team will conduct mixed methods research on the impact of the game on the performance of subsequent ACP behavior as well as explore the broad needs of African American communities with regards to ACP.
Fifteen of the 50 qualified locations who can demonstrate through a screening process the ability to attract a majority African American audience will be selected to participate in the research aspect of the project which will involve: 1) pre-game questionnaires to assess population characteristics and readiness to engage in ACP, 2) post- game questionnaires to assess satisfaction, realism about the conversation game and readiness to engage in ACP, 3) post-game focus groups to further explore opinions about the game, the value of priming activities, and the broad needs of the community for encouraging ACP, and 4) 3 month follow-up phone interviews to assess ACP behaviors that have been performed and perceived impact of the priming activity. Participants from the additional 35 sites can opt-in to participate in a 3 months follow-up phone call. As the trial progressed, the time-frame for follow-up phone interviews was extended to 3 - 9 months.
Upon completion of this project, this collaboration is expected to have reached up to 1000 African American individuals and 1,500 other underserved individuals and provided them with an enjoyable and rich experience that facilitates communication about end-of-life issues. The research data is expected to provide a significant contribution to the field by yielding information about the needs of 15 African American communities as well as to yield data related to the impact of the priming activity (the game) on ACP behaviors in this traditionally underserved group.
Tipo di studio
Iscrizione (Effettivo)
Fase
- Non applicabile
Contatti e Sedi
Luoghi di studio
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Pennsylvania
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Hershey, Pennsylvania, Stati Uniti, 17011
- Penn State Hershey College of Medicine
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Criteri di partecipazione
Criteri di ammissibilità
Età idonea allo studio
Accetta volontari sani
Sessi ammissibili allo studio
Descrizione
Inclusion Criteria:
- Are over the age of 18
- Attend a community Game Day event hosted as part of the Hospice Foundation of America community outreach "Hello Project"
Exclusion Criteria:
- Do not speak English
- Have significant difficulties with hearing or speaking difficulties by self-report
- Do not provide informed consent
Piano di studio
Come è strutturato lo studio?
Dettagli di progettazione
- Scopo principale: Altro
- Assegnazione: N / A
- Modello interventistico: Assegnazione di gruppo singolo
- Mascheramento: Nessuno (etichetta aperta)
Armi e interventi
Gruppo di partecipanti / Arm |
Intervento / Trattamento |
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Sperimentale: Partecipanti al gioco
Tutti i partecipanti si impegneranno nel gioco di conversazione sulla fine della vita chiamato "Ciao", che prevede la risposta a domande aperte sul processo decisionale medico e sulle questioni di fine vita.
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To play 'Hello', players are provided 32 open-ended questions in a prearranged order and an equal number of game chips.
A player reads aloud the first question.
Players then individually write down their answers, and take turns sharing answers with the group (players can opt to pass).
Players control how long they share, what they share, and when they are ready to proceed to the next question.
During the conversation, players may choose to acknowledge others for a particularly thoughtful, poignant, or even funny comment by giving them a chip.
A simple pre-game coin flip determines whether the player with the most chips 'wins' the game ('heads'), or the player with the least amount of chips wins the game ('tails').
Altri nomi:
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Cosa sta misurando lo studio?
Misure di risultato primarie
Misura del risultato |
Misura Descrizione |
Lasso di tempo |
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Rate of ACP Behaviors
Lasso di tempo: 9 months post intervention
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This phone questionnaire assesses whether participants went on to perform various behaviors related to advance care planning.
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9 months post intervention
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Misure di risultato secondarie
Misura del risultato |
Misura Descrizione |
Lasso di tempo |
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Change in ACP Engagement Survey scores
Lasso di tempo: Baseline (Day 0); immediately post-intervention (Day 0); 3-9 months post intervention
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This validated questionnaire measure assesses engagement in various ACP behaviors and/or readiness to perform ACP behaviors.
Items are scored on a 5 point Likert scale (1-5, with 5 indicating highest readiness to perform ACP).
Items are averaged for a final score ranging 1-5.
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Baseline (Day 0); immediately post-intervention (Day 0); 3-9 months post intervention
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Conversation satisfaction questionnaire
Lasso di tempo: Immediately post-intervention (Day 0)
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Measures participants' satisfaction with the conversation.
There are 5 items in the measure, each item is scored on a 1-7 scale with 1 being lowest conversation satisfaction.
The items are averaged for the final score ranging 1-7 with 7 indicating the highest conversation satisfaction.
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Immediately post-intervention (Day 0)
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ACP Values/Beliefs Questionnaire
Lasso di tempo: immediately post-intervention (Day 0)
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Measure participants' attitudes about ACP.
This a 8-item questionnaire.
Scores are calculated by summative responses and the total score ranges from 7-49 with 7 being the least amount of skepticism (a better outcome).
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immediately post-intervention (Day 0)
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Conversation Realism Questionnaire
Lasso di tempo: immediately post-intervention (Day 0)
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The Conversation Realism survey is an 8-item questionnaire that measures how realistic players felt the game conversation was.
Each question is measured with a 7- point Likert scale, with "1" being the least realistic and "7" being the most realistic (better outcome) conversation.
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immediately post-intervention (Day 0)
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Net Promoter Score
Lasso di tempo: immediately post-intervention (0)
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The Net Promoter Score is a widely single-question (How likely are you to recommend Hello to friends and family?) used to measure participants' game experience on a 10-point scale.
It is measured in two ways: (1) raw score is measured on a 10-point scale with 0 being "not likely at all" to 10 (better outcome) being "extremely likely" (2) calculated score = 10-point scale is broken down as follows: detractor score (0-6); passive score (7-8); promoter score (9-10).
Passive scores are ignored.
The calculated score is: (total number of promoters) - (total number of detractors) / (total number of responses) = score ranging from - 100 to +100 with +100 being the best (better outcome).
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immediately post-intervention (0)
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Hello Game Assessment - Qualitative focus group interview
Lasso di tempo: immediately post-intervention (Day 0)
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Group discussions held to collect feedback and opinions about playing the conversation game.
Data collected is qualitative.
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immediately post-intervention (Day 0)
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ACP Needs Assessment - Qualitative focus group interview
Lasso di tempo: immediately post-intervention (Day 0)
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Qualitative focus groups will explore the needs of diverse African American populations with regards to ACP and end-of-life planning
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immediately post-intervention (Day 0)
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Collaboratori e investigatori
Sponsor
Investigatori
- Investigatore principale: Lauren J Van Scoy, Penn State College of Medicine
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Altri numeri di identificazione dello studio
- Study00009009
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Queste informazioni sono state recuperate direttamente dal sito web clinicaltrials.gov senza alcuna modifica. In caso di richieste di modifica, rimozione o aggiornamento dei dettagli dello studio, contattare register@clinicaltrials.gov. Non appena verrà implementata una modifica su clinicaltrials.gov, questa verrà aggiornata automaticamente anche sul nostro sito web .
Prove cliniche su End-of-life conversation game called "Hello"
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