DINIZ, V. M. L.; DINIZ, Vitor Mota Leite.
Resumo:
During the COVID-19 pandemic, it was necessary for people to isolate themselves, due to the high rates
of contagion and possible deaths. According to the Ministry of Health, in Brazil alone there have been
more than 35 million confirmed cases and 695,000 deaths, by the beginning of 2023. As a result, the
population had to give up their usual forms of face-to-face entertainment and socializing. , which led to
forms of digital pastime appearing as an alternative form of entertainment and socialization. Among
them, one of the ones that saw the most growth in this period was the use of digital games, being
appreciated even by those who had never had contact before the isolation period. Therefore, in this
work, we intend to analyze how the growth in the use of digital games during the pandemic generated
positive and negative impacts on the lives of Brazilian university students after the pandemic. For this,
Google forms were sent to such students, thus allowing the generation of comparative graphs from the
collection and analysis of data. Thus, we managed to prove a relationship between this growth and the
effects observed after the end of it, both for those who already had contact with games and for those
who had their first experience. At the end of the survey, we were able to obtain responses from 115
undergraduate and graduate university students, obtaining a good perspective of this connection and
hoping to encourage future works.