Background: Nutritional assessment is considered to be an important element in the nutrition care process of cancer patients, since nutritional status is positively associated with health outcome. The Scored Patient-Generated Subjective Global Assessment (PG-SGA) is a multidimensional nutritional assessment tool, developed for the oncology setting1. The PG-SGA was originally developed in English and until now an official Dutch translation was not available. We primarily aimed to develop a cross-cultural adaptation of the PG-SGA for the Dutch setting. Methods: The study design was developed conform the " Principles of Good Practice for the Translation and Cultural Adaption Process for Patient Reported Outcomes” by the International Society for Pharmacoeconomics and Outcomes Research (ISPOR)2. Results: The patients reported excellent understanding of the Dutch translated PG-SGA and perceived the items as easy to fill in. Comprehensibility of the items completed by the professionals was experienced as 'acceptable’, but they also experienced the items as difficult to complete. Professionals deemed the overall PG-SGA to be relevant and appropriate in the assessment of malnutrition in oncology patients. Overall, the professionals considered layout and time-consuming nature as barriers for applying the Dutch PG-SGA in daily practice. Conclusion: The Dutch cross-cultural adaptation of the PG-SGA was considered easy and was well understood by patients. Professionals evaluated the PG-SGA as relevant, but had some issues with lay out, elaborateness and difficulty of items regarding physical examination. To increase the accessibility and applicability of the PG-SGA for clinicians, training of these professionals is needed.
The purpose of this study was to examine whether Canadian, Chinese, and Japanese university students' leisure satisfaction affected their subjective well-being (SWB) and, if so, how this process was similar and different cross-culturally/nationally. A series of stepwise multiple regressions indicated that, in general, satisfying leisure significantly and positively impacted SWB across all three cultures, but there were also differences between (a) Canada and both China and Japan in terms of aesthetic leisure satisfaction and (b) China and Japan in terms of psychological and physiological leisure satisfaction. Overall, our results suggest that while satisfying leisure significantly, positively, and substantively impacts SWB in both Western and East Asian cultural contexts, culture frequently influences which specific elements are pertinent. This cross-cultural/national study has important theoretical and practical implications for the currently Western-centric leisure literature and for the understanding of the different roles leisure plays in enhancing SWB across cultures, respectively.
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In this paper, we study cross-cultural differences in strategic reasoning in turn-taking games, as related to game-theoretic norms as well as affective aspects such as trust, degrees of risk-taking and cooperation. We performed a game experiment to investigate how these aspects play a role in reasoning in simple turn-based games, known as centipede-like games, across three cultures, that of The Netherlands, Israel and India. While there is no significant main effect of nationalities on the behaviour of players across games, certain unexpected interactive effects are found in their behaviour in particular games.