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Virtual Games

Source: https://www.cbsnews.com/news/virtual-epidemic-real-life-scenarios/

 

In this CBS News article, the author discusses how in the online virtual game, World of Warcraft, an accidental virtual plague had led to the death of many virtual characters. This relates to the topic of epidemics that we have studied in class. As discussed in class, the start of this online virtual plague was “accidental,” coming from an infection that was not intended to spread to many players. Originally, the plague was introduced to a select group of people (in essence “patient zero”)– it wasn’t until these characters teleported back to heavily populated areas that the disease started to spread rapidly. This is similar to the model we learned in class– at first the k value of people interacting with the infected was small, so the disease was relatively contained. However, as the k value increased, the disease started to spread really quickly throughout the online virtual world. Moreover, the creators of the game even tried a quarantine method as introduced in class but it was to little avail; eventually the developers had to reset the game to ensure that users would continue playing.

 

Studying epidemics in the context of a virtual gaming world provides us with incredibly useful information. Researchers have observed that not only did the spread of the disease follow mathematical models, it also provided them with information about human behavior that cannot be mathematically modeled. For instance, the game modeled the frequency of human interaction (which far exceeded mathematical expectations) and researchers peculiar forms of human behavior. Some players were particularly curious and naive– exposing themselves to the virus when they did not need to. The article draws comparisons between these “stupid” players with “risk-taking teenagers” who might endanger themselves in the event of a real plague.

 

The complexities of virtual worlds and online gaming have not only provided us with means of killing time and having fun, but it has also opened up a world of simulation as well. Who knew that studying the effects of a fictional disease in a fictional world could provide us with such realistic models of epidemics in this world?

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