PING II - Adoption and use of 'Poverty is not a game'


PING II builds on the research results and realisations of the previous PING project. In the latter, the research focused on the reception of the game by students in an educational context. Findings showed that playing PING led to a positive experience, a high degree of perceived learning and a direct relationship between perceived learning and a positive game experience.

Research design

As PING is freely available for schools, the focus of this follow-up project shifts from student’s reception to adoption and use by teachers and schools. Research will look at actual use of PING in schools as well as at determinants that play a central role in the adoption decision. More concrete, a twofold perspective will be employed: the influence of the individual teacher and the influence of the school environment.


De Grove, F., Bourgonjon, J., & Van Looy, J. (2012). Digital games in education? A contextual approach to teachers’ adoption intention of digital games for learning purposes. Computers in Human Behavior, 28(6), 2023-2033.

De Grove, F., & Van Looy, J. (2011). Computerspellen in het onderwijs. Report commissioned by the Flemish Government, Departments of Education and Culture, Youth, Sports and Media, King Baudouin Foundation and IBBT.

Duration of the project

The project runs from 20/01/2011 - 31/03/2011.

Staff involved

  • Prof. dr. Jan Van Looy
  • Frederik De Grove


  • Gaming and Immersive Media Lab

Financed by

  • Contract research