Virtual epidemics may hold scientific promise

By Daniel Terdiman
http://news.com.com/Virtual+epidemics+may+hold+scientific+promise/2100-1043_
3-5894309.html

Story last modified Thu Oct 13 04:00:00 PDT 2005

When Erik Jacobson fell victim to a recent plague that ravaged the online
game "World of Warcraft" and caused his character to squirt blood, he and
other players laughed it off as a harmless bug that caused some temporary
sickness.

The plague, which hit the virtual world in late September, quickly
propagated, causing the temporary death of innumerable players and
significant damage to large numbers of others. But it didn't have any
lasting effect: Those hit by the disease were either healed or quickly
reborn.

But to some scientists and educators, virtual reality outbreaks like the one
that slammed "World of Warcraft" could prove a valuable tool for studying
the spread of infectious diseases--as well as public response to them. The
correlation between online and real-world behavior in the face of epidemics,
they say, takes on heightened significance in the face of public-health
threats like a potential avian flu pandemic.

"Similar to a natural virus, (which) in its DNA has the information encoded
about what it's going to do, in a virtual world, when you have an outbreak,
you have a piece of code with instructions about what it's going to do,"
said Yasmin Kafai, an associate professor of learning and instruction at
UCLA's Graduate School of Education and Information Studies.

Kafai and her colleague, Nina Neulight, recently conducted an investigation
into "students' understanding of a virtual infectious disease (Word
document) in relation to their understanding of natural infectious
diseases." To do so, they intentionally spread a disease called Whypox
through the online children's game "Whyville."

To Kafai, virtual online worlds--where players' economic and social behavior
is often a microcosm of their off-line behavior--are a perfect place to
compare real-world infectious diseases with those comprised only of digital
ones and zeros. Among other things, she explained, virtual environments can
allow researchers to see how social ostracization occurs as a disease
spreads and people try to avoid going near the infected.

In her report on the Whypox study, Kafai said that results were mixed. On
the one hand, the virtual sickness "capitalized on students' knowledge of
natural infectious disease through virtual symptoms." But she also noted
that the children likely saw the spread of the disease as little more than
something to watch rather than as an actual biological process to learn
from.

In the case of WoW, while many players were instantly affected by the
plague, others found they could avoid it by maintaining a distance from
victims. At the same time, many players used healing spells to help the
afflicted recover.

One WoW player, known as Valewalker, told CNET News.com that the effects of
the plague looked like a scene from a Steven Spielberg movie.

"Someone teleports into town with the effect of the disease on them,"
Valewalker said. "It was like dominos watching the plague itself hop from
person to person within personal space of each other. And next thing I saw
was many players dead left and right in seconds."
WoW plague

Patrick Bowman, a production coordinator at Activision (not the maker of
WoW) and an avid WoW player who fell victim to the plague, saw similar
scenes, and like many others, decided it would be amusing to see if he could
intentionally spread the disease.

"I...saw hundreds of dead bodies and bones around the area," Bowman said. "I
realized that now it was actually spreading from person to person so I ran
over to the Fly Point and affected everyone around it."

WoW is the most successful massively multiplayer online game in U.S.
history, partly due to remarkable player loyalty, as well as what many say
is the best implementation of game play, graphics, user interface and story
line of any online game.

Jacobson explained that the disease was not originally supposed to spread,
but was intended as a way to inflict temporary damage on high-level players
attacking a "boss" in one area of the game.

"It (was) meant to spread within the raid group attacking him with the
plague as it does...damage to anyone who gets it," Jacobson said.

Pets infect players

What was unexpected, he said, was the way the plague infected players' pets
and then later transferred from those pets to others in populated areas of
the WoW world.

"People would infect nonplayer characters standing next to each other and
continue spreading to any players who wandered nearby," Jacobson said.
"Pretty much anyone under level 20 would die from it after getting it."

Blizzard would say only that the plague had been the result of a bug and had
been quickly fixed.

But according to Bowman, at least half of the players on his WoW server--the
game is broken into numerous servers in order to adequately handle the
game's more than 4 million players--were afflicted at any given time in the
days immediately after the outbreak. Further, he said, as many as 10 percent
of those players' characters died.

To be sure, many epidemiologists may never have heard of WoW. But at least
one, Nina Fefferman, a Tufts University assistant research professor of
public health and family medicine, took notice of the scourge. She recently
told National Public Radio that players' reactions to the WoW plague were
realistic. Fefferman--who did not return phone calls or an e-mail asking for
comment--also said she would like to partner with a game company in a formal
study of an outbreak of an infectious disease in a virtual world.

Getting the right information out

"I think that's a great idea," said Alan Tice, an infectious disease
specialist and a professor at the University of Hawaii's John A. Burns
School of Medicine. "It would be a valuable thing and an important thing,
particularly when it comes to infectious disease. How do we get information
out to people? It's a big problem, getting things out to people in a timely
manner and with appropriate information."

While Tice was not directly familiar with the WoW plague, he instantly saw
the potential of such an online virtual world to be a test bed where
scientists could watch the way dangerous diseases spread and how people
react as they try to get out of its path.

"How many people are there? How many people open it? This is important from
a public-health standpoint," Tice said.

Tice said the most important element of keeping a quickly spreading disease
under control is managing the attendant spread of information about it.
Because environments like WoW and "Whyville" give players easy access to
communication tools, researchers can track how such tools are used and how
effective they are at giving players the data they need to stay out of
harm's way.

Players like Jacobson and Bowman agree that a game like WoW could be a
fascinating infectious disease test bed, but caution that there are limits
to how effective such an experiment could be.

"I think on a very basic level, it may be an indication of how something can
spread in a synthetic environment," said Bowman. But "it would be hard to
mimic real-life scenarios since the means of delivery are limited in some
way, shape or form. In the end it is all code and there are only so many
ways that you can affect someone."

Jacobson acknowledged that during the WoW plague, players were attempting to
inform each other about how to steer clear of the disease and were also
working hard to heal victims as they were hit--both likely scenarios of a
real-life outbreak.

But he said that that without the consequences of a true plague, many
players wouldn't take it seriously.

To Tice, however, that's exactly why such virtual worlds are a terrific
place to study how people react to a fast-spreading disease.

With modern communications tools, "you can't do blood testing, but you can
(discuss) clinical descriptions," Tice said. You can have "people providing
information to others about recognition, about diagnoses, 'Do you have the
disease,' etc. It's also critical in getting the right information out
there."




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