Virtual plagues and real-world pandemics: reflecting on the potential for online computer role-playing games to inform real world epidemic research

Virtual plagues and real-world pandemics: reflecting on the potential for online computer role-playing games to inform real world epidemic research
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虚拟瘟疫和现实世界的流行病:反思在线计算机角色扮演游戏为现实世界流行病研究提供信息的潜力

DOI:
10.1136/medhum-2012-010299
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发表时间:
2013
期刊:
影响因子:
1.2
通讯作者:
S. Oultram
S. Oultram
中科院分区:
--
文献类型:
--
作者:
S. Oultram

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在2005年的《堕落之血》事件之后,有人建议,事件本身和一般的大型多人在线计算机角色扮演游戏都可以用来为现实世界的流行病和公共卫生研究提供信息和帮助。在本文中,我批判地对待这些主张。
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.