Sustainable behavior in the fishing cards digital game: a comparative analysis across extraction patterns
Marlon Alexandre de Oliveira, Giovan Willian Ribeiro, Kalliu Carvalho Couto, Julio C. de Rose

TL;DR
This study uses a digital game to explore how people adjust their fishing behavior when resources become limited, showing more sustainable choices over time.
Contribution
The study demonstrates how digital games can model sustainable behavior and support environmental education through observed changes in resource extraction patterns.
Findings
Participants reduced use of the most powerful fishing card when resources were limited.
InterResponse Time increased during limited resource phases, suggesting more thoughtful decision-making.
The study highlights the potential of digital games to teach and analyze sustainable behavior.
Abstract
Sustainability is achieved when resources are used to meet current needs without compromising their availability for future generations. This study examined fishing behaviors across age groups using the Fishing Cards digital game. Participants (N = 30) played 40 s rounds, using two types of cards to catch fish: one less powerful and the other with greater capacity for resource extraction. The game consisted of two phases. In Phase 1, resources were unlimited, allowing participants to fish freely. In Phase 2, resources were limited and could be depleted, potentially leading to defeat in the game. The research aimed to examine whether InterResponse Time (IRT) for fishing responses changed and how card selection patterns and resource availability influenced participants’ choices. Specifically, the goal was to observe how players achieved sustainability in Fishing Cards when resources…
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Taxonomy
TopicsEvolutionary Game Theory and Cooperation · Innovation Diffusion and Forecasting · Environmental Education and Sustainability
