Tuesday, August 21, 2007

World of Warcraft Finally Used for Science

Filed under: Public Health

Epidemiologists, often lacking real-life disease explosions within the population, are studying epidemics within virtual worlds such as the famous "corrupted blood" disease that ripped through, and temporarily pacified, the World of Warcraft.

The infection raged, wreaking social chaos, despite quarantine measures.

The experience provides essential clues to how people behave in such crises, Lancet Infectious Diseases reports.

In the game, there was a real diversity of response from the players to the threat of infection, similar to those seen in real life.


The players seemed to really feel they were at risk and took the threat of infection seriously Professor Nina Fefferman, from Tufts University School of Medicine

Some acted selflessly, rushing to the aid of other characters even though that meant they risked infection themselves.

Others fled infected cities in an attempt to save themselves.

And some who were sick made it their mission to deliberately infect others.

Researcher Professor Nina Fefferman, from Tufts University School of Medicine, said: "Human behaviour has a big impact on disease spread. And virtual worlds offer an excellent platform for studying human behaviour.

"The players seemed to really feel they were at risk and took the threat of infection seriously, even though it was only a game."

She acknowledged that a virtual setting might encourage riskier behaviour, but said this could be estimated and allowed for when drawing conclusions.

Of course that seems like a bold statement, as any of us who drive on the wrong side of the street in video games, but never in real life, can attest to. The level of violence and disregard for human life present in virtual worlds would seem like a major impediment to studying human behavior in cases of real pestilence - but the scientists press on.

More at the BBC...

email this article to a friend      print this!           comments and peer reviews (2)






replies: 2 comments
Open comments are not moderated, although abusive and vulgar remarks may be deleted. Opinions expressed do not necessarily reflect the views of Medgadget.com. Please consult our disclaimer.

There's a lot more science that could be done by Blizzard with the data that they've got.

For example, they've got incredibly detailed records of a large number of interactions between people. Most of those people start out as strangers. Some of them become close friends.

For many of those new friends, they started out interacting only through the game. In fact, they have the record of when communication outside the game starts.

Blizzard could answer what it takes to become friends. Do they have to overcome difficult obstacles before friendship is likely? Do they have to interact under a variety of circumstances? Does an unsuccessful venture at the beginning always kill the chances?

While I don't expect to see Blizzard doing much of this research, I'd love to see what they come up with!


Posted by: Fred
on June 28, 2008 03:56 PM GMT

It would be cool if they would do some research as you've stated. But what's more interesting is how WoW is being used for study specially with the recent Swine flu virus. I'll never forget the day that I was busy living my own life..grinding world of warcraft gold and killing mobs when I got infected by the plague "Corrupted Blood". It really sucked. But the good thing about the plague is that it's not for real unlike Swine flu.


Posted by: Exiled
on May 11, 2009 12:58 AM GMT

add a comment
html tags: <b>, <i>, and <a>
examples: <b>Bold</b> <i>Italic</i>









Remember personal info?
(anonymous comments allowed)



click to make your selection boldclick to make your selection italicclick to add a link


Verification (needed to reduce spam):




Click the "Post" button only once!