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Poverty Is Not a Game (PING)

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Launched in the context of the European year for combating poverty and social exclusion (2010) and several related initiatives that have emerged to raise awareness about these issues, Poverty Is Not a Game (PING) is a video game designed for school-going youth worldwide. This edutainment effort, coming out of the United Kingdom (UK), is designed to allow young people to get to know about poverty-related problems through their own medium and then challenge them to come up with a solution. Notwithstanding the different storylines, the central goal of the game stays the same: to make young people experience the mechanisms underlying poverty in a way that is close to their daily lives.
Communication Strategies

PING is an adventure game that takes place in a 3-dimensional environment representing an average Western European city. It features 2 different scenarios that demonstrate situational and generational poverty. The players get into the mind of a character that personally experiences how young people can end up in poverty and what they can do about it. For instance, in one scenario, Sophia comes from an economically poor family and lives alone with her grandmother. When one day, her grandmother has to move to a home for the elderly, Sophia is on her own and will need to find a place to live and a way to finish her studies.

PING can be played free of charge in 4 different languages (Dutch, English, French, and German) or downloaded from the PING website. The game is designed in such a way that it can be finished in about 50 minutes within the classroom. In the UK, Germany, Portugal, and Belgium, schools also have access to a handbook and a CD-ROM and for incorporating the subject of poverty into lessons. Organisers say that other organisations, such as libraries and youth organisations, can also make use of the game. Click here for details.

Development Issues

Economic Development, Youth.

Key Points

According to organisers, research from the University of Ghent involving more than 400 pupils shows that "serious games in the classroom have a positive effect, both on the learning itself and the sheer fun of learning." Almost three-quarters of the pupils felt that they had learned something about poverty by playing PING. More than 70% would like to have lessons taught through games more often, and 75% thought that PING was a fun game.

Partners

PING was developed by the Belgian company GriN, with the support of the King Baudouin Foundation and IBBT. Other partners include the Interdisciplinary Institute for Broadband Technology (IBBT), Robert Bosch Stiftung, Fundação Calouste Gulbenkian, Compania San Paolo, Network of European Foundations (NEF), and European Schoolnet.