RT Journal Article SR Electronic 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 FD BMJ Publishing Group Ltd and Institute of Medical Ethics SP 115 OP 118 DO 10.1136/medhum-2012-010299 VO 39 IS 2 A1 Stuart Oultram YR 2013 UL http://mh.bmj.com/content/39/2/115.abstract 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.