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
复制标题
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
复制
发表时间:
2013
影响因子:
1.2
通讯作者:
S. Oultram
中科院分区:
文献类型:
--
作者:
S. Oultram
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.