A virus that swept through the virtual reality environment of
World
of Warcraft has been used to study the possible effects of a pandemic in the
real world.
An article in next month's issue of
The
Lancet Infectious Diseases journal suggests that the spread of the
Corrupted
Blood virus in September 2005 mimicked the way a real infection would
spread.
"By using these games as an untapped experimental framework we may be able to
gain deeper insight into the incredible complexity of infectious disease
epidemiology in social groups," said the report.
Nina Fefferman, of the
Department
of Public Health and Family Medicine at
Tufts
University in Boston, co-author of the research used in the article, said
that the online game showed what could happen if people were told immediately of
the risk in a city such as London.
"Would there be panic and chaos, or would it allow them psychologically to
accept the danger and act accordingly? What would happen if we made people feel
too reassured?" she asked.
"These are all things that have a great impact on the number of people who
would be affected and they are also things we just do not know. They could be of
great value in helping us understand what the true emotional responses would be.
"
The World of Warcraft infection came from the introduction of a
powerful enemy called Hakkar, who released his 'corrupted blood' in a final
offensive at the end of a fight with the strongest characters in the online
world.
This final dying attack was only supposed to kill off weakened nearby
opponents, but spread outside the original environment by infecting a virtual
pet.
The virus created a 'digital disease' that instantly killed low level
characters who came into contact with it, but eventually wiped out powerful
characters.
Fefferman said that the virus also showed other properties of a real-world
infection by having immune characters act as carriers.
Characters controlled by computers owned by
Blizzard,
the maker of the game, were immune, but continued to spread the infection to
real-life players logging in to the service.
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