dc.contributorRose, Julio Cesar Coelho de
dc.contributorhttp://lattes.cnpq.br/3386857761295187
dc.contributorhttp://lattes.cnpq.br/5736336054047320
dc.creatorCamargo, Julio César de
dc.date.accessioned2019-10-21T18:40:07Z
dc.date.accessioned2022-10-10T21:29:28Z
dc.date.available2019-10-21T18:40:07Z
dc.date.available2022-10-10T21:29:28Z
dc.date.created2019-10-21T18:40:07Z
dc.date.issued2019-08-30
dc.identifierCAMARGO, Julio César de. Investigando o uso sustentável de recursos comuns por meio de um jogo eletrônico. 2019. Tese (Doutorado em Psicologia) – Universidade Federal de São Carlos, São Carlos, 2019. Disponível em: https://repositorio.ufscar.br/handle/ufscar/11964.
dc.identifierhttps://repositorio.ufscar.br/handle/ufscar/11964
dc.identifier.urihttp://repositorioslatinoamericanos.uchile.cl/handle/2250/4042477
dc.description.abstractThis research comprises the development and the use of a video game-based task to evaluate the effects of differential consequences on the consumption of common-pool resources. The game simulates an ocean fishery, in which the research participants need to catch the fish that appear on the screen to earn points and stay alive, at the same time they need to manage the available resources, shared with two other fishers simulated by the computer. Two experiments were conducted. Ninety students from the Universidade Federal de São Carlos participated in Experiment 1, distributed in three experimental conditions: Control, Bonuses, and Penalties. In Bonuses condition, participants earned extra points following responses with moderate intervals. Penalties condition was characterized by the loss of points following short interresponse times. No differential consequences were programmed in the Control condition. The results of Experiment 1 revealed important effects of the differential consequences on the establishment of an optimized pattern of consumption, leading to a fewer number of attempts to complete the game in the Bonuses and Penalties condition. The Experiment 2 aimed to replicate the first one, with some changes implemented to better simulate the social dynamic of the game, and to evaluate the effects of the cultural context on the strategies used by the participants. Participated 91 students from the Kansas State University and 87 students from the Universidade Federal de São Carlos. The results did not point to significant effects of the differential consequences and the cultural context on the number of plays to complete the game. Nevertheless, more detailed analyses revealed the use of different strategies for the management of the available resources depending on the experimental condition and the country in which the experiment was conducted.
dc.languagepor
dc.publisherUniversidade Federal de São Carlos
dc.publisherUFSCar
dc.publisherPrograma de Pós-Graduação em Psicologia - PPGPsi
dc.publisherCâmpus São Carlos
dc.rightshttp://creativecommons.org/licenses/by-nc-nd/3.0/br/
dc.rightsAttribution-NonCommercial-NoDerivs 3.0 Brazil
dc.subjectRecursos de acesso comum
dc.subjectAnálise do Comportamento
dc.subjectSustentabilidade
dc.subjectVideogames
dc.subjectContexto cultural
dc.subjectSustainability
dc.subjectCommon-pool resources
dc.subjectBehavior analysis
dc.subjectVideo games
dc.subjectCultural context
dc.titleInvestigando o uso sustentável de recursos comuns por meio de um jogo eletrônico
dc.typeTesis


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