Thursday August 23, 2007 9:51 am
Researchers Use World of Warcraft to Study Real-World Response to Disease
The New York Times has a story about a group of researchers who examined the outbreak of the in-game disease ‘corrupted blood,’ originally designed to affect only high-level World of Warcraft characters, for clues about what the social response might be to an actual pandemic. The game provided the authors of a research paper set to be published in The Lancet Infectious Diseases journal a unique set of conditions for this research that had typically been difficult to simulate: A wide population, an emotional response (because WoW players get really attached to their characters) and the ability to disseminate information among the population.
The corrupted blood outbreak was a glitch in WoW that took place in September 2005 and provided a unique look at the responses both by the population and the “bug:”
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.
It’s a fascinating use of the social construct that WoW has become.
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