===[ Игры ]=== #post-id: 7283-23-53 #original-date: 4.07.2020 Sat #original-time: 11:53 PM #original-day: 7283 #original-host: WinXP Home SP3 (Build 2600) > In the fall of 2005, things got a little out of hand in the > virtual world of the wildly popular massively multiplayer online > role-playing game World of Warcraft. Specifically, a new dungeon, > Zul’Gurub, was introduced that included an end boss who, when > attacked, cast a spell on the characters called “Corrupted Blood”. > > The spell was intended to only last a few seconds and to function > only within the area where the characters were fighting the > dungeon boss. Unfortunately, an accidental oversight in the game > allowed pets and minions (NPCs) to carry the affliction out of its > intended confines in the dungeon, making it transmissible, like > a virus, to any characters they came into contact with. > > The infection spread rapidly as players accidentally (and, in some > cases, maliciously) spread the virus. Players had their characters > flee highly populated areas, form refuge groupings of non-infected > characters, and otherwise altered their virtual behavior to avoid > infection. Some characters with healing abilities became virtual > medics helping the infected, others directed characters (players) > to safe havens, and some were unable to resist purposely spreading > the disease. > > The entire range of behaviors and the transmission models so > closely mirrored the real world that epidemiologists quickly > descended on the virtual world to study the behaviors of the > players and the spread of the infection. By studying the incident, > the epidemiologists were able to monitor all sorts of real-world > behaviors like altruism in the face of outbreaks, the effects > of bystander-curiosity on infections (many players were unable to > resist checking out the hot-zones in the game and their characters > became infected as a result), and other elements of outbreak > movement and psychology. > > Many researchers have stated how valuable the entire incident was > in terms of research progress because the logistics of building > a research model driven by millions of actual human inputs would > be prohibitive in every way and conducting such research in the > real world with a planned outbreak would be unethical and immoral. > > Eventually, after instituting hard resets of the servers and > applying quick fixes, the Corrupted Blood virus was brought under > control. https://www.mindbounce.com/trivia/an-outbreak-in-which-multiplayer-video-game-attracted-the-attention-of-epidemiologists/