Virtual plagues and real-world pandemics: reflecting on the potential for online computer role-playing games to inform real world epidemic research
In the wake of the Corrupted Blood incident, which afflicted the massively multiplayer online computer role-playing game World of Warcraft in 2005, it has been suggested that both, the incident itself and massively multiplayer online computer role-playing games in general, can be utilised to inform and assist real-world epidemic and public health research. In this paper, I engage critically with these claims.
- Public health
- Popular media
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