Drug use and associated factors in Secondary Education in Basque Country

Wednesday, 23 November, 2022 - 10:50 to 12:20

Abstract

Background: This research gathers the most relevant data on drug use and other associated factors in the secondary school population of the Basque Country. The Survey on Drug Use in Secondary Education in Basque Country (Drugs and School) has been carried out every four years since the 1981/82 academic year. The research offers an overview of the state of the question regarding drug use and other associated factors, incorporating some emerging behaviours into the reading of the traditional ones, which due to their frequency or intensity can be evaluated from a preventive perspective, such as gambling and the use of technologies, among others.

Methods: The X edition of the Survey on Drug Use in Secondary Education in Spain (Drugs and School) has been compiled from 6,200 questionnaires answered by students aged 12 to 18 years in public and private secondary schools. The sample was collected throughout Basque Country and is regionally representative. The fieldwork was carried out from September 2021. This survey is promoted and financed by the Department of Public Health and Addictions of the Basque Government. This survey was performed during the Covid epidemic as restrictions were applied to many activities and public gatherings.

Results: As general results we can observe that the incidence of the pandemic has caused a decrease in the use of all psychoactive substances except for the use of hypnosedatives compared to the previous measurement (2019). Regarding other associated factors, the use of video games, internet and online gaming increased in both sexes and in all age groups analysed.

Conclusion: The research offers an overview of the state of the question regarding drug use and other associated factors, incorporating some emerging behaviours into the reading of the traditional ones, which due to their frequency or intensity can be evaluated from a preventive perspective, such as gambling and the use of technologies, among others.

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