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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.'"

9 of 105 comments (clear)

  1. I remember that by Pojut · · Score: 3, Interesting

    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.

    1. Re:I remember that by Puff+of+Logic · · Score: 4, Interesting

      You could literally stand on top of the bank in Org and watch the disease spread. It was actually a bit terrifying. Indeed. It occurs to me that perhaps Blizzard might take what was essentially an oversight and turn it into a world event. A properly designed disease, spread at a reasonable rate and requiring a cure that would confer immunity after that, might be an interesting community event. A slow, constant loss of hp when online might result in healers becoming almost doctors while other classes searched for a cure. Bandages, alchemy, herbs, and so on could have a role to play. Obviously some deeper thought would be required on this, but I thought it an interesting idea.

      cheers.
      --
      P.P.S. I'm doing Science and I'm still alive.
    2. Re:I remember that by Knara · · Score: 2, Interesting

      disclaimer: i've played EVE on and off for years

      In my mind, *the* most important aspect of EVE's skill training system is that it pretty much destroys the ability of a 13 year old with no responsibilities in real life to powerlevel to the top of the game in a few days.

      Make no mistake, macroing your way to resource acquisition ("macro mining" for example) is discouraged (and not-infrequently those engaged in the practice can be harassed and profited *from* -- by stealing their ill-gotten gains, for example -- if you understand the in-game mechanics well enough), but I much prefer the skill training system in EVE to the "make a bunch of skill level 30, then 45, then 60" items in games such as WoW, which is a pain, and really doesn't add to the gameplay.

    3. Re:I remember that by mewsenews · · Score: 3, Interesting

      I love this idea if it could be worked out. My first character was a priest because I wanted to be one of the characters restoring order to the world. There were only two quests I recall that really gave the impression you were helping put things back together:

      1) Priest epic staff quest -- involves healing dozens of NPCs while defending them from harm
      2) First Aid artisan quest -- involves performing triage on injured NPCs

      It seems like 99% of the other quests in the game involve destroying things.

  2. Re:News flash? by Puff+of+Logic · · Score: 2, Interesting

    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. On the time-scale of a RL disease, flying from the U.S. to Europe is virtually instantaneous transmission across the world. A virulent disease that is highly communicable but has an incubation period in which there is little or no outward sign of infection would go global pretty quickly with such a fast vector as air travel.

    cheers.
    --
    P.P.S. I'm doing Science and I'm still alive.
  3. Hah by SatanicPuppy · · Score: 2, Interesting

    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.
  4. Re:In real life you can't run back from the gravey by mikael · · Score: 2, Interesting

    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).

    --
    Vintage computer adverts: http://www.vintageadbrowser.com/computers-and-software-ads
  5. Not quite the same... by sabt-pestnu · · Score: 3, Interesting
    The MMORG A Tale In The Desert also had a disease event. Due to game mechanics, there were a few differences.
    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 get ... a lot of people leaving a game that is no longer fun.

    On 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. ... and long attention spans...
  6. Ig Nobel Prize. by SYSS+Mouse · · Score: 2, Interesting

    I think someone should nominate Blizzard and the scientists for the Ig Nobel Prize.