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Os comportamentos aditivos estão cada vez mais presentes no dia a dia de cada individuo, desde o álcool, o tabaco, os fármacos, até aos jogos e internet, sendo estes muitas vezes utilizados como estratégias de coping para lidar com situações de ansiedade, stress extremo ou até mesmo sentimentos depressivos.
O COVID-19 surgiu em Wuhan, a dezembro de 2019 e não tardou a espalhar-se pelo mundo, dando origem a uma pandemia global em alguns meses. Com o número de infetados e mortes a subir, o Mundo confinou para evitar a propagação da doença. Com a maioria da população mundial em casa, seja em teletrabalho ou ensino á distância, e o comércio e restaurantes obrigados a fechar, não só na economia se fez sentir o impacto desta epidemia. A mudança de rotina, o isolamento e o distanciamento social levaram a sentimentos de solidão, tristeza, medo, ansiedade e stress, exacerbando alguns problemas de saúde mental existentes ou desenvolvendo novos. Devido a estes pensamentos/sentimentos disfuncionais, ou até mesmo á mudança de rotina, a literatura afirma que os padrões de comportamento aditivo tenham sofrido alterações, no entanto, ainda há pouca investigação científica na área.
Este estudo foi desenvolvido com os objetivos de obter uma melhor compreensão do impacto da pandemia nos comportamentos aditivos na população portuguesa, em específico no consumo de álcool, psicofármacos e comportamentos de jogo, contribuindo para o avanço da evidência científica nesta temática, de modo a facilitar possíveis intervenções futuras.
Recorreu-se então ao uso de uma amostra de conveniência de 304 participantes (118 do sexo masculino e 186 do sexo feminino), com idades compreendidas entre os 18 e os 72 anos (x= 36,93).
Para a recolha de dados foi administrado o questionário “Consumos de substâncias licitas e comportamento de jogo numa amostra da população portuguesa em tempo da Epidemia por COVID 19”.
Os participantes desta amostra apresentam uma maior diminuição do consumo de álcool psicofármacos e jogos populares, e um aumento de jogos online e videojogos online.
Addictive behaviors are progressively present in each individual's daily life, from alcohol, tobacco, drugs, to games and the internet, which are often used as coping strategies to deal with situations of anxiety, extreme stress or even depressive feelings. COVID-19 emerged in Wuhan in December 2019 and quickly spread across the world, giving rise to a global pandemic within a few months. With the number of infected and deaths escalating, the World confined to prevent the spread of the disease. With the majority of the world's population at home, whether in homeworking or distance learning, and commerce and restaurants forced to close, the impact of this epidemic was not only felt in the economy. The change in routine, isolation and social distance led to feelings of loneliness, sadness, fear, anxiety and stress, exacerbating some existing mental health problems or developing new ones. Due to these dysfunctional thoughts/feelings, or even the change of routine, the literature states that the patterns of addictive behavior have changed, however, there is still minor scientific research in the area. This study was developed with the objectives of earning a better understanding of the impact of the pandemic on addictive behaviors in the Portuguese population, specifically in the consumption of alcohol, psychotropic drugs and gambling behaviors, contributing to the advancement of scientific evidence on this topic, in order to facilitate possible future interventions. We then resorted to the use of a convenience sample of 304 participants (118 male and 186 female), aged between 18 and 72 years (x=36.93). For data collection, the questionnaire “Consumption of legal substances and gambling behavior in a sample of the Portuguese population at the time of the Epidemic by COVID 19” was administered. Participants in this sample show a greater decrease in the consumption of psychoactive alcohol and popular games, and an increase in online games and online video games.
Addictive behaviors are progressively present in each individual's daily life, from alcohol, tobacco, drugs, to games and the internet, which are often used as coping strategies to deal with situations of anxiety, extreme stress or even depressive feelings. COVID-19 emerged in Wuhan in December 2019 and quickly spread across the world, giving rise to a global pandemic within a few months. With the number of infected and deaths escalating, the World confined to prevent the spread of the disease. With the majority of the world's population at home, whether in homeworking or distance learning, and commerce and restaurants forced to close, the impact of this epidemic was not only felt in the economy. The change in routine, isolation and social distance led to feelings of loneliness, sadness, fear, anxiety and stress, exacerbating some existing mental health problems or developing new ones. Due to these dysfunctional thoughts/feelings, or even the change of routine, the literature states that the patterns of addictive behavior have changed, however, there is still minor scientific research in the area. This study was developed with the objectives of earning a better understanding of the impact of the pandemic on addictive behaviors in the Portuguese population, specifically in the consumption of alcohol, psychotropic drugs and gambling behaviors, contributing to the advancement of scientific evidence on this topic, in order to facilitate possible future interventions. We then resorted to the use of a convenience sample of 304 participants (118 male and 186 female), aged between 18 and 72 years (x=36.93). For data collection, the questionnaire “Consumption of legal substances and gambling behavior in a sample of the Portuguese population at the time of the Epidemic by COVID 19” was administered. Participants in this sample show a greater decrease in the consumption of psychoactive alcohol and popular games, and an increase in online games and online video games.
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Keywords
Pandemia COVID-19 Comportamentos aditivos Álcool Psicofármacos Jogo Pandemic Addictive behaviors Alcohol Psychotropic Drugs Game