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ORIGINAL RESEARCH article

Front. Psychol.

Sec. Cognition

Volume 16 - 2025 | doi: 10.3389/fpsyg.2025.1507569

Sustainable Behavior in the Fishing Cards Digital Game: A Comparative Analysis Across Extraction Patterns

Provisionally accepted
  • 1 National Institute of Science and Technology on Behavior, Cognition and Teaching – INCT|ECCE, São Carlos, Brazil
  • 2 Department of Psychology, Federal University of São Carlos, São Carlos, São Paulo, Brazil
  • 3 Center for Mathematics, Computing and Cognition, Federal University of ABC, São Bernardo do Campo, Brazil
  • 4 Department of Behavioral Sciences, Oslo Metropolitan University, Oslo, Norway

The final, formatted version of the article will be published soon.

    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 second rounds, using two types of cards to catch fish: one less powerful and the other with higher resource extraction density. 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 behaviors shifted when resources became finite and limited, with card selections supporting their renewal. Statistical analysis was conducted using Generalized Linear Mixed Models (GLMM). Findings showed a reduction in the selection of the most powerful card and an increase in IRT during the limited resource phase, indicating more sustainable extraction patterns. As resource availability decreased, participants were less likely to use the most powerful cards. The study contributes to understanding sustainable behavior in experimental analogs and highlights the potential of digital gaming for environmental education and sustainability. Limitations are acknowledged

    Keywords: sustainability, Digital game, sustainable behavior, Age group, extraction patterns

    Received: 22 Oct 2024; Accepted: 28 Feb 2025.

    Copyright: © 2025 De Oliveira, Ribeiro, Carvalho and De Rose. This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) or licensor are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.

    * Correspondence: Kalliu Couto Carvalho, Department of Behavioral Sciences, Oslo Metropolitan University, Oslo, 0130, Norway

    Disclaimer: All claims expressed in this article are solely those of the authors and do not necessarily represent those of their affiliated organizations, or those of the publisher, the editors and the reviewers. Any product that may be evaluated in this article or claim that may be made by its manufacturer is not guaranteed or endorsed by the publisher.

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