Human beings would be the ultimate wild card when it comes
wow gold to a pandemic. That makes it challenging to build accurate mathematical models to forecast the way the improvement of the disorder will perform. Our epidemiological models are somewhat better able to account for this unpredictability thanks in part to some virtual outbreak in World of Warcraft almost fifteen decades ago, known as the"Corrupted Blood episode."
The Corrupted Blood epidemic was not intentional. Back in 2005, Blizzard Entertainment introduced a new dungeon named Zul'Gurub to World of Warcraft for highly advanced gamers, commanded by an"end boss" named Hakkar. Infected players could suffer damage at regular repeating periods, draining away their"hit points" until their avatars burst into a cloud of blood. The remedy was to kill Hakkar.
Blizzard thought that this would ensure the infection wouldn't spread beyond that space. They had been wrong. And lower position players, with fewer hit points, would"die" quickly upon exposure.
The largest factor in the rapid spread of the disease was a glitch in the programming, for example non-playable animal companions also became infected. They didn't show signs, but they have been carriers and ended up spreading the disease. Efforts at quarantine proved ineffective in stopping the outbreak. In the end, at least three servers were changed, and Blizzard needed to reboot the game to correct the problem.
An epidemiologist called Eric Lofgren, then at Tufts University, just happened to be an avid WoW player and was fascinated from the real-world parallels to how the epidemic played out from the world. He along with his Tufts colleague, Nina Fefferman, co-authored a 2007 paper published in Lancet Infectious Diseases examining the possible consequences of this Corrupted Blood episode for refining existing epidemiological models, because they'd have the ability to draw on hard data showing how players really responded during an outbreak.
For instance, some players attempted to aid of
wow classic gold for sale with healing spells, inadvertently making matters worse, because their attempts endured constant replenishment of those vulnerable to the spell, as opposed to allowing its program runs. There were the thrill seekers who moved to the infected areas from curiosity, becoming new victims, which Fefferman has likened to journalists traveling to war zones who put themselves. There were a handful of players that maliciously spread the disease on function --something that's been documented in real-world outbreaks--and one participant even took on the function of a Doomsday prophet, standing at the city square to narrate the carnage unfolding in the game.
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