Friday, July 13, 2012

Currupted Blood Incident and learning via an open world.

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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