TY - JOUR T1 - Virtual plagues and real-world pandemics: reflecting on the potential for online computer role-playing games to inform real world epidemic research JF - Medical Humanities JO - J Med Humanit SP - 115 LP - 118 DO - 10.1136/medhum-2012-010299 VL - 39 IS - 2 AU - Stuart Oultram Y1 - 2013/12/01 UR - http://mh.bmj.com/content/39/2/115.abstract N2 - 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. ER -