PT - JOURNAL ARTICLE AU - Stuart Oultram TI - Virtual plagues and real-world pandemics: reflecting on the potential for online computer role-playing games to inform real world epidemic research AID - 10.1136/medhum-2012-010299 DP - 2013 Dec 01 TA - Medical Humanities PG - 115--118 VI - 39 IP - 2 4099 - http://mh.bmj.com/content/39/2/115.short 4100 - http://mh.bmj.com/content/39/2/115.full SO - J Med Humanit2013 Dec 01; 39 AB - 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.