
By studying how people behave during disease outbreaks in virtual online worlds, epidemiologists hope to uncover real-world epidemic insights.
Two years ago, so-called Corrupted Blood swept the World of Warcraft. (Wikipedia describes the outbreak here.) A new Lancet Infectious Disease study found that players responded as they might in the real world: some risked infection to save others. Some fled. And some spread the disease intentionally.
As the BBC reports, it's difficult to study real-world epidemics:
Of course, a virtual world is necessarily virtual -- but it's another tool in the epidemiological toolbox.
Virtual game is a 'disease model' [BBC]
The untapped potential of virtual game worlds to shed light on real world epidemics [Lancet Infectious Diseases]