Tue 21 Aug 2007
Games and Epidemics
Tuesday, Aug 21st, 2007 at 12:58 pmCategories: Games; Social Software; Medicine
Posted by Administrator
“In an online game called World of Warcraft, an unexpected error in the software has provided a ready-made laboratory for studying the effects of an epidemic.”
The discovery, revealed in next month’s issue of The Lancet Infectious Diseases journal, has been hailed as a significant step forward in understanding how a deadly virus could break out.
… In September 2005 what was intended as a minor hindrance for a small group of characters spiralled beyond the control of program-makers into a full-blown epidemic.
A new villain, a winged serpent called Hakkar, originally designed as a challenge for only the strongest characters, started transmitting its “corrupted blood” virus
down the ranks until it affected almost every area and every player in the game.
[S]cientists were able to monitor how quickly the disease spread and where to, while assessing the players’ individual responses to the outbreak. The particular features of the game, such as the many hours players around the world dedicate to it and the emotional investment they put into their online alter egos, offer scientists a tantalisingly close match to real social conditions.
As the virus spread, very real challenges emerged, such as the failure of quarantine measures, further transmission by character’s pets and the existence of “immune” characters, who act as carriers, passing the virus to others while failing to succumb to symptoms.
[Times Online: Link]
Epidemiology @ Wikipedia
World of Warcraft @ Wikipedia.
Article @ BBC
Abstract @ Lancet (free registration required)
Post @ Boing Boing.
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The discovery, revealed in next month’s issue of The Lancet Infectious Diseases journal, has been hailed as a significant step forward in understanding how a deadly virus could break out.
down the ranks until it affected almost every area and every player in the game.