Corrupted Blood Incident and learning via an open world.
So after reading about the Curt Squire’s article and
learning unintentionally from open world video game experiences I could not
help but to think about the Currupted blood incident from World of Warcraft,
and how the ramifications of this incident are still being studied by epidemiologists
for its implications on how an epidemic could interact with a worldwide
populace.
For
those uninformed, the game of World of Warcraft is Massive Multiplayer Online
Role-Playing Game, or MMORPG, and 10.2 million players play this game. It is,
like many other games within this genre, a story of elves, swords, and sorcery.
Players may choose between the bestial Horde, or the manicured Alliance and
engage on epic adventures.
The Corrupted
blood incident spawned from a new dungeon released called “Zul'Gurub”, in which
the main boss casts a spell known as “Corrupted Blood” that was highly contagious and drained hit
points. NPC’s could also contract the disease but would not have any of the
symptoms and therefore became carriers of the virtual plague. Players teleporting
out of the dungeon and to main cities caused massive epidemics that required
virtual quarantine via the programmers at blizzard, and caused players to forgo
going into any major city and fleeing to the corners of the virtual world to
stay safe from the plague.
From
the event there are disease researchers and counter- terrorism experts studying
the situation, as it predicts patterns that the populace could potentially take
in the course of an epidemic. There is more here:
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