

DOUBLE BILL: When a Plague Struck World of Warcraft/Blood on the Tracks
5 snips Jan 6, 2023
In a fascinating exploration, the podcast reveals how a virtual disease in World of Warcraft spiraled into a pandemic, inadvertently reflecting real-world epidemic dynamics. The discussion weaves through player reactions, illuminating human behavior in crises. It also delves into the tragic Quintins Hill railway disaster, showcasing how communication failures and strict regulations faltered under pressure. These stories provoke thought on the intersection of virtual and real-world events, emphasizing the lessons learned from both technology and human nature.
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The Corrupted Blood Incident
- In the virtual world of World of Warcraft, the "Corrupted Blood" curse, designed for high-level players, became a pandemic.
- The curse spread quickly through cities due to player teleportation and non-player character (NPC) carriers.
Virtual Worlds for Research
- Epidemiologists saw World of Warcraft as a potential research tool for studying real-world phenomena.
- This virtual world offered insights into how virtual populations react to public health emergencies.
Virtual Pandemic Parallels
- The "Corrupted Blood" pandemic spread rapidly, doubling infections every nine minutes.
- Some players acted altruistically, while others, "plague idiots," intentionally spread the curse.