Simulation models are of increasing importance within the field of applied epidemiology. However, very little can be done to validate such models or to tailor their use to incorporate important human behaviours. In a recent incident in the virtual world of online gaming, the accidental inclusion of a disease-like phenomenon provided an excellent example of the potential of such systems to alleviate these modelling constraints. We discuss this incident and how appropriate exploitation of these gaming systems could greatly advance the capabilities of applied simulation modelling in infectious disease research.The Hilarious Journal Article collection is here.
Tuesday, August 21, 2007
Hilarious Journal Articles #84: The untapped potential of virtual game worlds to shed light on real world epidemics
The artice from BBC News is here. This paper, from the Lancet Infectious Diseases, discusses the "Corrupted Blood Plague" in World of Warcraft:
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The next thing you know, people will never leave their house for any real social interactions and everyone will be gaming all day long. Sure, computers can simulate and game this or that in the real world, but the key is simulate and potential damage can result if the simulations are done correctly resulting in further mis-information and education.
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