MMORPG Used to Model Real World Disease
Oxygen99 writes "The Times is reporting on a paper by researchers in the US who argue that the spread of 'corrupted blood' in World of Warcraft might provide clues to the way a real world population would cope with the prospect of a global pandemic. In the study, to be published in The Lancet next month, Professor Lofgren of Rutgers University and Professor Fefferman of Tufts University, suggest that: 'If, God forbid, a disease broke out in London, you could see what would happen if people were told immediately of the risk. Would there be panic and chaos, or would it allow them to psychologically accept the danger and act accordingly? What would happen if we made people feel too reassured? These are all things that have a great impact on the number of people who would be affected. They are also things we just don't know, so [virtual games] could be of great value in helping us understand what their true emotional responses would be.'"
"You could see what would happen if people were told immediately of the risk." Drink heal pots and hearth?
sure isn't used to model the spread of herpes!
I kid because I am one of you!
I remember when that shit was going on in WoW...it was insane people were dropping like flies. Very much like the scene in 28 weeks later when everyone is locked in a room and they are slowly overtaken by infection.
You could literally stand on top of the bank in Org and watch the disease spread. It was actually a bit terrifying.
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Stop medical experiment on night elves!
Does anyone act online like they do in real life? That is like trying to compare how car crashes react by looking at kids on big wheels....
Just remember - if the world didn't suck, we would all fall off.
Apparently, when the next black death hits we'll all log out and go complain on the forums.
MMORPG IS a real world disease.
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I've seen people deliberately trying to spread the disease in the game. In order to obtain the disease, you need to meet the final boss of the Zul'gurub raid instance, named Hakkar. When Hakkar infects you with the disease, you will then have to hearth back to Orgrimmar or Ironforge to spread the disease before it kills you. Would people do this in real life?
Or can we expect to see suicidal terrorists deliberately infecting themselves and moving into a population...
A Tale In The Desert (atitd.com) did more or less the same thing, programming in a communicable disease with no permanent cure (at first). The result was a predictable combonation of initial protectionism and paranoia, followed by the banding together of communities to prevent and cure the disease. There was a smattering of deliberate antisocial behaviour, as one might expect in a real situation, too. More or less unsurprising results.
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Well, if it used to do that, what's it doing now?
... as opposed to 'real' games?
Yeah, people crowding together in the auction house trying to get the most simultaneous deaths...
That's like totally what would happen in real life.
Isn't this whole story a dupe from last year?
The disease in question was rather hurriedly made impossible to spread a week or so after this happened. In other words, TWO YEARS AGO.
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Okay, so let me get this straight. Using a bug in WoW that caused a status effect to spread between characters even after leaving the area its supposed to affect causes scientists to realize there could be a panic should a highly contagious disease spread among the populace in real life? Okay, so now that we've determined the various documented plagues in history were not just random junk thrown on paper, can we be unimpressed now?
What I really don't get is how they can compare it to real life considering the effect of the "corrupted blood" had no real effect on anybody beyond an annoyance and the fact that its a freaking game so there would be no actual kind of enforced quarentine even if someone had wanted to try to implement such a policy. Not to mention you can have characters jump all the way across the world in seconds through World of Warcraft, I'd like to see that kind of transportation in real life.
Oh wait...
"[virtual games] could be of great value in helping us understand what their true emotional responses would be."
Yes, I'm sure that typical responses to a real life crisis would be along the lines of "LOL," "ROFLCOPTERS," or even "LULZ EVERY1 HAS AIDZ"
Just hope you're soulstoned.
Some people believe it isn't fair they contract certain diseases or viruses, and are willing to continue their lifestyle regardless of what it may cause ("It wasn't fair, so I'll just ignore it and keep going"). While this can pertain to HSV or HIV, I don't think it would be possible to relate it to this. If you were dying very quickly would you really urge to run out and infect a bunch of people? Not really.
Your 'terrorist' idea though, that is one scary idea. While I think the term has been beaten to death by Bush and the media, that would definitely cause it. Lets hope they realize in the end it would still spread to their people, too. Hopefully they have some sense of survival and self-preservation.
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Furthermore, in real life if someone said "Hey everyone is dying in the cities, it is crazy", people wouldn't then flock to the city to check it out.
I'm not just raiding. I'm helping prevent the spread of infectious diseases. Do you really want our children to die of the plague?
http://news.bbc.co.uk/1/hi/health/6951918.stm
The opinion seems to be while its just a video game it might provide a little insight into how people react to these situations which could be usefull for future modeling.
Actually, it went even farther.
People with pets would get infected, and keep the disease going, especially high level characters who were effectively immune to the disease. These would be voluntary carriers of the disease.
Then, on our server, the best line was "Hey folks, gather around...huddle in closer".
Still, it was one of the most interesting "World Events" to have ever hit WoW.
Well, WoW is really just a silly game. So...if there was an in-game disease, I'd probably either stash my character for a few days and check out the offline boards to figure out what to do or go a-questing to be a disease-staving-off hero. If my character got toasted, I'd probably just say "f*** it," cancel my account and then go see how DnD Online is doing these days.
In real life, I have a wife, children, parents and other family to think about. My reaction to a rapidly spreading pandemic would be much, much different.
In other words, this study sounds like junk. Coming from Tufts and Rutgers, I'm not surprised...
Your idea is rejected because it's too cool. Please try again with something that would require more grinding.
Seriously, I've always wanted more stuff like this. I mean, 99% of the content never changes. Would it be too much to have more events that require significant numbers of players to actually dedicate their time to fixing the problem, pushing back the enemy, etc? Even the seasonal content in WoW is pretty static, and you don't have to participate.
ad logicam Claiming a proposition is false because it was presented as the conclusion of a fallacious argument.
It involved a group of homo-sexuals who would drug other homo-sexuals at gay parties and then inject them with blood, apparently blood known to be contaminated with the aids virus.
Neither is it first time but it was one of the most direct (blood injection is far sure then unprotected sex), deliberate and massive. But it is nothing new.
Aids has also been used as a threat before as in, "if you (don't) do X I will bite/scratch you".
Offcourse aids is nothing like the WoW disease, but the idea of people deliberatly spreading a disease is not to be dismissed.
MMO Quests are like orgasms:
You may solo them, I prefer them in a group.
... when everyone had AIDS:
http://www.youtube.com/watch?v=BJo698YSLOY
Y
I don't think this is terribly likely, as if the disease was bad enough to cause an epidemic, it would have had already, even without the terrorists. An epidemic probably needs the right disease: something with the right set of incubation time, lethality, symptoms, etc which make it spread very widely. Something that kills very fast wouldn't spread for example.
But supposing such a thing appeared, it'd probably spread just fine without terrorists, as there are plenty stupid people who will ignore any attempt to quarantine it.
There are strange yet apparently true reports of HIV positive gay men deliberately infecting as many other gay men as possible.
Of course, as you touched on, the possibility of deliberately infecting yourself with some terrible disease (SARSbolaidsvian flu) and going someplace highly populated (the typical example is an airport, due to the extreme spread vectors) has been considered a nightmare scenario for quite some time.
No, i dont think i would hearth back to orgrimmar or ironforge to spread a disease in real life.
So Skulldilocks threw acid on the schoolchildrens' faces, cause somebody from the bible told her to do it!
But allah will protect them! :/
The Corrupted blood epidemic was fantastic fun....more things like this in the game would make WoW a whole lot more fun.
There's a good book called 'War of Shadows' I read as a kid like that, worth the read, esp since it does a pretty good job of explaining what the government would be like under such a threat (although not how they'd be AFTER it....)
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In the real world, back several hundred year during the time of the Plague, the first response of villagers who encountered someone who had the plague (an infected messsenger who arrived on the edge of the village), was to gather everyone together in the market place, inform them, then send out more villagers to warn their neighbours. Depending on the mode of transport (walking, horse, cart, coach), this would enable the infection to spread (fleas on animals or clothes).
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You can't do it anymore. They changed how the disease works a long time ago.
Not really. An in-game pandemic's "location" could be "anywhere in the game", so I wouldn't play the game until it blew over. In real life, a pandemic's "location" would also be "anywhere in the world", but I don't have the option of shutting down my bio functions until it blows over, so I'd have to make a different decision.
I still doubt it. A smarter thing to do would probably be to study actual epidemics and other disasters and then see what people actually did in those situations.
Statisticians could also tear the "WoW as a model for life" thing easily apart for other reasons, one of which that the average WoW demographic is more/less intelligent/informed/mobile/infirm/family-oriente
Same idea I suppose about a super virus; though all of the characters are not controlled by real people. I think the story generally portrays some insight to the idea of what would you do? As most characters in the game if memory serves me right go through serious denial and the emotional factor of the non-infected characters would believe it; creating that foreshadowing moment of when the virus finally takes over and ones benevolence cost them their life.
Personally I hope the story line of any of the resident evil games never comes to pass.
Who knows maybe these researchers should get together make an Resident Evil MMO pick your side diseased or not and see what go down.
As with most adolescent games, WoW is about dominance and control (along with a fair share of hoarding wealth...to show dominance and control). It's a nice gig to do research showing patterns that don't exist for people more ignorant than the average teenager. Must be a government funded study. Next in the news, the MMORPG diseases never kill anyone for very long making it a kind of minigame to infect as many people as possible. Didn't even need a grant for me to know that, just common sense.
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When you look at WoW, something like this would be HORRIBLE if it happened to the world. Though, WoW has a few key features that do help the spread of such a disease, but are not at all reflected in reality.
First: WoW is small compared to the world. Tiny, actually. At best, WoW is the equivalent of a rather small country, certainly no planet.
Second: High population density. Even Tokyo isn't as cramped as IF. Even the most remote corners of WoW are filled with people.
Third: Mandatory congregation points. While there are spots on the planet where people do gather, in WoW it is more or less mandatory that you do. There is no way to do something "meaningful" without running into people constantly. This is partly due to point 2, but is all by itself a factor that helps any kind of disease. Everyone is in IF sooner or later. Everyone gathers at meeting points outside of instances.
Fourth: Deliberate spreading, coupled with no "real" death. People get infected deliberately only to spread the disease. Yes, they will die, they accept that as a price to fu.. with other players. In the real world, such people would be labeled terrorists and they would at least stop after doing it once.
Fifth: Instant/short travel times. It's possible for everyone to travel near instantly to his binding location (which is IF for most people). It is no problem to travel anywhere within less than an hour. This is by no means reflected in the real world.
In short: If you get your panties in a knot over a "pandemic" because of the events in an MMORPG, you might want to check if your world is still in sync with reality.
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please stop comparing the real world to a virtual one, especially WoW.
I doubt that it's that simple. I can see how some of the reflex stuff, like the eye contact or distance from each other might count, so I'm not dismissing their research. But I'm saying you should know when to stop extrapolating from what they actually studied, to stuff that you just imagine _should_ work the same way.
1. Other stuff is more like built on logical decisions, and (consciously or subconsciously) min-maxing rewards vs risks within the rules of the game, not within the rules of RL. The solution picked in the game might be _very_ dissimilar to the one picked IRL.
E.g., rogues are popular in WoW because they're all-out-offense and get XP fast, and people are willing to take a few extra deaths if in the long term they level up faster. It's an option not many will take IRL. If someone told you you'll likely get a promotion faster if you run on foot across the highway daily, chances are you wouldn't take that risk. Or I don't think russian roulette is very popular a passtime IRL, as another example.
Or if you want another IRL comparison, take fencing, the original life-and-death kind. It was primarily defense oriented. The very name comes from "defence" via "defencing". The priority was defense, and harming the opponent was only left for when the oportunity presents itself. Both touching each other was _not_ an option, because then both would be dead. Then it was turned into a harmless sport based on points, and it went all aggressive instead of defensive, because that's what gets more point. Olympic fencing nowadays would look outright _absurd_ to a gentleman with a rapier from the days of yore. That's how much a behaviour can differ even when you simulate an activity IRL with RL props.
Essentially people are more willing to accept virtual "death" in a game (whether WoW or competition fencing) than IRL. That should already give you a hint that their reaction to having a deadly plague might not be exactly the same in WoW as IRL.
2. The study you linked is about Second Life, a primarily role-playing environment. I mean, it's not like there's even an actual game in there.
Role-playing is somewhat different from playing for xp, loot and honour points. Role-playing is primarily about acting, and making your character and reactions _believable_ to the other. I.e., the whole idea is to act like a RL human, or close enough. (Even if you RP a dwarf or elf or klingon, RP racial cultures are essentially just slightly exagerated human cultures and personalities.) So it makes sense that you'd pay attention to such details as whether your character would make eye contact, how close he'd stay to another guy, and that he'd react believably to the news of having a deadly plague. It's the whole point of RP, it's _expected_ that you do, and if you don't meet that expectation, you'll find less and less people want to RP with you.
In games like WoW, that assumption just doesn't exist any more. In WoW what's expected of you is that you make the most of the rules, and ignore stuff that doesn't directly impact your character's progress. What would be a realistic reaction suddenly doesn't really matter any more, unless you found yourself a group of die-hard roleplayers. Stuff that in a RP session would count as good RP (e.g., stopping to huff and pant when running uphill, or "omg, I'm gonna die" scenes when infected), here count at most of "lol, dude, you're funny" or even "yeah, yeah, cut it out with whining about realism already" if you overdo it.
And then there are some people who even make a point of acting as shocking or unconventional as possible, or even being as annoying as possible. E.g., I can assure you that in the WoW plague event a lot didn't think "omg, I'm so depressed that I'm gonna die", but quite the contrary, "bwahahaha, it's so cool that I can infect and kill non-PvP newbies." I.e., far from ruining their day as would happen IRL, it was the happiest day of their online life. Some even went and deliberately got infected just to that end.
So basically, just
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In WoW...
- The WoW disease killed. WoW has an "easy resurrection" system, so it didn't cost players more than a few minutes of inconvenience.
- The cause was immediately known, and the cure (death) while inconvenient, was also immediately known
- Detecting a carrier was easy.
- Being cured of the disease (dying) took little play time.
In ATITD...- The disease debilitated, eventually forcing a disconnect for a period of time (a coma, as it were).
- The cause had to be discovered by the player community. And even after theories were proven, there were still some cases that could not easily be explained.
- Much like real life, carriers often didn't know they had it until signs manifested... too late for those around them
- Discovering a cure was a separate (community) event, requiring much player time and involvement. Actually getting cured took a non-trivial amount of time and resources on the part of the "sick" player.
... and the character could get reinfected a short period after taking the cure. (A permanent cure was eventually discovered, which took MORE resources...)
Also unlike WoW, ATITD is very much a social game. Introduce, then, something that produces highly negative consequences to social interaction, and you getOn the other hand, I expect the reactions by the people who didn't leave were perhaps even closer to those in the real world than in WoW, because of its social aspects.
And for those of you who haven't heard of the game before, I should point out that the nature of the game (no combat) and the social ecology tends to select for cooperative behavior.
Has anyone here played the mmo GUNZ? About a year and a half ago some black hats released an exploit called the Locust Plague on that game to force the developers to fix holes in the server technology. This exploit permanently deleted thousands of players' characters from the game server. It spread from character to character and would infect all players in any chat or game that you joined. Luckily I didn't log on during that time. This article just brought up memories, anyone else remember Locust Plague?
Virtual environment is not good unless you don't actually include the fact that real people are playing a game. In the case of WoW, people intentionally brought the plague back to the various cities. Why? Because it's absolutely hilarious to watch everyone in a city die almost instantly.
This would be why one server dragged Kazzak all the way to Stormwind. Just to see what would happen and to kill everyone.
The virtual world that they speak of would have to have the players NOT know that there was a plague being carried by them. If they did, players would kill people off for fun. It's just that simple.
On a side note, that plague in WoW, was loads of fun. Made many laugh for a while.
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I think someone should nominate Blizzard and the scientists for the Ig Nobel Prize.
Unfortunately -- though a really neat idea! -- you will not conjure up "real world" reaction scenarios from an MMORPG disease. Remember, you are dealing with entities that fearlessly shoot fireballs at dragon whelps, ride hippogriffins hundreds of feet above the ground and jump off dwarven damns just to see how far down you can fall.
The "death" penalty in WoW is gentle -- that's part of the game's attraction, but detrimental to this type of experimentation. You can slightly increase the effectiveness of a "mass outbreak" trial by establishing real world consequences; for example, if you are infected, you are immediately charged $20.00 and your monthly subscription is tripled until you become cured. That would cause more of a legit "fear" reaction, but probably piss off a lot of users. Then again, life isn't fair. Neither is a viral outbreak.
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Holy hell, I'd never thought of that before... that's a frightening idea.
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