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.'"
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.
Living With a Nerd
cheers.
P.P.S. I'm doing Science and I'm still alive.
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.
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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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.
I think someone should nominate Blizzard and the scientists for the Ig Nobel Prize.