405:) on the afternoon of September 16, a Blizzard staff member reported that the team was "aware of the issue and working on it". While the company quickly became aware that Corrupted Blood had spread beyond its intended reach, identifying and fixing the issue that led to the pandemic proved difficult. One of the first steps that Blizzard took to attempt containment of the virus was to institute quarantine zones, placing barriers around heavily infected areas. The effect that this quarantine had was limited, as some players managed to bypass Blizzard's containment measures. Developers, meanwhile, faced difficulties in isolating and removing the virus from the pet companions that were driving its spread. Their two options for healing pet companions were to manually check every animal in the game universe for Corrupted Blood infection or developing "really hacky code" that would automatically check for infection every time a companion was summoned.
495:, released an online disease resembling the Corrupted Blood plague. Characters infected with the Rakghoul Plague would develop a signature cough that became progressively louder before they transformed into a zombie-like creature. Because the plague was transmitted more easily in heavily populated centers, player characters conducted business in more remote business areas to avoid infection. Unlike the Corrupted Blood incident, BioWare intentionally released the Rakghoul Plague, and player characters who succumbed to the disease received special items. Lead designer Daniel Erickson told reporters that the Rakghoul Plague was inspired by the Corrupted Blood incident, but that developers wanted to steer players away from griefing and towards positive interactions with the pandemic.
356:, but these characters often contracted and died from the disease as well. Healing measures were largely ineffective, as only one character class, Paladins, were capable of removing debuffs of Corrupted Blood's nature, and players risked reinfection almost immediately upon healing. More often, rather than removing the Corrupted Blood infection, healing characters merely kept characters alive and contagious, thereby prolonging the spread of the infection. Less powerful player characters, meanwhile, would stand at the edges of infected towns, warning other player characters not to enter. Players transmitted information from afar by using the game's farthest-reaching chat function, "yell". At least one player became an unofficial
360:, making announcements about new pandemic developments in the open world's public spaces. Other players enacted self-quarantine methods, remaining in less-populated wilderness areas of Azeroth rather than entering towns or cities where they risked infection. Although the pandemic did not extend to the real world, epidemiologist Nina Fefferman noted that "players seemed to really feel they were at risk and took the threat of infection seriously, even though it was only a game."
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467:. Unlike Corrupted Blood, it was possible to cure the zombie infection through healing spells or NPC aid. As the number of infected characters grew, however, the time frame for healing became shorter and the virus became resistant to cleansing. Blizzard put a stop to the Lich King plague on October 28 after receiving complaints from players that the zombie infection was detracting from other parts of the game.
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412:, including restarting each game server on a rolling basis, but Corrupted Blood outbreaks soon re-emerged in restarted areas. These outbreaks also came on a rolling basis: the plague would dissipate after running through a particular game region, only to re-emerge once players, believing that the danger had passed, repopulated the area. After one week without finding a suitable remedy, Blizzard performed
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across large parts of the world with ease. Lofgren compared the in-game "first responders", many of whom contracted
Corrupted Blood when they attempted to heal others, to healthcare workers that were overrun with COVID-19 patients and became infected themselves. While a direct analogy was not made to griefers, meanwhile, Lofgren also acknowledged individuals who contracted the COVID-19 virus but
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567:, admitted that mathematical disease models fail to take into account the spectrum of human behavior, he questioned the ability of a video game to remedy this error, saying that "the study is just as 'observational' as disease outbreak studies in the real world". Dmitri Williams, an associate professor at the
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created a new starting area for players, Exile's Reach, in which new characters were separated from the rest of the game until they reached level 10. While this alternative starting area was isolated from the zombie pandemic, players whose characters began in other starting areas remained susceptible
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described seeing "hundreds" of these bodies throughout
Azeroth's population centers. One player described Azeroth as "filled to the brim with corpses", the "streets literally white with the bones of the dead". Another posted that "ome servers have gotten so bad that you can't go into the major cities
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of
Corrupted Blood was significantly higher than any observed real-world pathogen, which in turn affected the rate of spread and player reactions. Additionally, players who had been infected with Corrupted Blood did not gain immunity to the debuff, which kept the infection circulating in perpetuity.
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introduced the game region of Zul'Gurub on
September 13. The boss of the region, Hakkar the Soulflayer, cast the debuff Corrupted Blood on raid participants, which expired when players defeated Hakkar. Corrupted Blood soon spread beyond Zul'Gurub through players by deactivating their infected animal
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introduces human behavior into disease models: while player characters are virtual, players are attached to the health and success of their characters and others, creating an immersive social environment. Video game models necessarily include player behaviors that would not be included in a general
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Of particular interest to researchers in the use of MMORPGs for epidemiology is that character responses to a virtual pandemic are the result of individual player reactions, adding "a level of authenticity that doesn't exist in other simulations". Disease researchers typically study disease spread
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on players called "Corrupted Blood". After Hakkar cast
Corrupted Blood on one player in a raid group, the debuff would be transmitted to other player characters in close proximity. The effects of Corrupted Blood were intended to last for 10 seconds, or until the players defeated Hakkar, whichever
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Other researchers noted the similarities between the game and the real-world pandemics. Both had an immediate impact on dense urban areas, which limited the effectiveness of containment procedures in stopping the spread of disease, while air travel, like fast travel, allowed infections to spread
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Developers had intended to limit the effects of the debuff to the Zul'Gurub region, but a programming oversight led to its spread throughout the in-game universe. Players with animal companions during boss battles could protect pets infected with
Corrupted Blood by placing them into a type of
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without getting the plague. And anyone less than like Level 50 nearly immediately dies." Some players incorrectly speculated that the
Corrupted Blood incident had been intentional, with developers intending for the Hakkar boss battle to lead directly into a pandemic-based game event.
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mid-fight. These pets were subsequently re-activated after the completion of the boss battle, but developers had forgotten to include an "off-switch" that would recognize the conclusion of the raid and remove the debuff from companions. Players who defeated Hakkar would subsequently
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players who had read about the incident on the news would log into their accounts to better understand the pandemic, promptly infecting their characters. The in-game environment soon filled with the skeletons and corpses of player characters who had succumbed to the infection, and
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expansion. To limit griefing attacks, the 2020 Scourge invasion was designed to make opting into the event more of a conscious choice by players who wanted to fight against the zombie hordes. The
Scourge invasion received criticism, however, for its handling of new players.
624:, ran an experiment titled "Pandemic In Azeroth" which mimicked both the Corrupted Blood incident and the COVID-19 pandemic. The pandemic infected 88 percent of active players, but by implementing sanitation and isolation measures, this number soon dropped to 42.2 percent.
524:(CDC) contacted Blizzard after the incident, asking if they could use data from what they perceived as a planned disease simulation to inform their disease modeling research. Blizzard informed the facility that the Corrupted Blood outbreak was the unintentional result of a
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multiplayer game tactics, took advantage of the
Corrupted Blood incident to target and inconvenience other players. These players would purposely contract Corrupted Blood and travel to densely populated areas to further its spread. One griefer whose
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came first. One of Hakkar's healing mechanisms was to temporarily stun a raid party and drain their blood. Blizzard developers intended for players to defeat Hakkar by first weakening him with attacks and then exposing themselves to
Corrupted Blood.
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model. For instance, characters may deliberately enter infected areas in the hope that a healing character would protect them, just as individuals may expose themselves to infection under the belief that a vaccine may be in the region.
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and control through the use of three general models, all of which make significant assumptions about human behavior. As behavior is difficult to predict, the effectiveness of these models is limited. The use of MMORPG environments like
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and they thus had no usable data. Despite its accidental nature, the Corrupted Blood incident bore several resemblances to real-world pandemics, leading researchers to explore the event as a disease model. In an article for the journal
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was immediately popular upon its release, with over 240,000 subscribers within 24 hours of its North American launch. By March 2005, its subscriber base had reached 1.5 million individuals. By the time of the Corrupted Blood incident,
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in 2020 led several researchers to turn to the Corrupted Blood incident as a potential model for understanding the virus's sociological impact. The Elysium Project, an independent fan-led organization maintaining early versions of
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193:, and allegiance to one of the game's in-universe factions. After creating their character, the player begins a quest in the fantasy world of Azeroth, where they may fight monsters either alone or together with other players in
463:, several mysterious crates appeared in one Azeroth town. Player characters who inspected these crates became infected with an unknown disease, and if they did not find a cure within 10 minutes, they would be transformed into
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While the Corrupted Blood incident created a focus on video games as tools of disease research, there were some specific aspects of the debuff that limited its applicability to other pandemics. For instance, the
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player characters are resurrected after death, protective wearables that a character had acquired would become damaged by 10% upon each death, becoming unusable at 0% "durability" until repaired by certain NPCs.
445:
While Blizzard had not intended to create a pandemic event with the Corrupted Blood incident, the company noted the popularity that the pandemic had received. In 2008, Blizzard released an intentional plague in
159:
in 2020. Epidemiologists, meanwhile, took interest in how MMORPGs, unlike mathematical models, could capture individual human responses to disease outbreaks rather than generating assumptions about behavior.
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that was transmitted between characters in close proximity. While developers intended to keep the effects of the debuff within this boss's game region, a programming oversight soon led to an in-game
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Once players realized the scope of the pandemic, individual reactions to the infection varied. Some players whose characters possessed healing abilities headed to major cities as impromptu
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583:, noted that because characters could regenerate, there was not as much risk in becoming infected with a virtual disease, limiting the applicability of player behavior to the real world.
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213:(NPCs) such as monsters or dragons. Gaining experience levels, higher-level armor, and improved weaponry then allows player characters to participate in more difficult dungeon crawls.
543:, which spread through asymptomatic ducks. The use of fast travel to quickly spread the disease between distant locations was also compared to the role that air travel played in the
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player, questioned whether a player's behavior in a game "where you are encouraged to behave in a way that you would never behave offline" would be applicable to the real world.
286:, allowing Corrupted Blood to spread beyond players involved in the raid. Other NPCs could become infected with the disease, but they were incapable of dying, and instead became
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that he did so because he was amused by the reactions of other players, saying, "It's just funny to watch people run away screaming". Fefferman compared these players to
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would explode any time a city fell. We kept a close eye not only on our guild chat but on world chat as well to see where not to go. We didn't want to catch it." Casual
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Blizzard closed the Zul'Gurub raid in 2010 as part of a larger update which transformed the region into a five-person dungeon with new bosses. The region was added to
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struggled to acquire 50,000 subscribers within three months of its release. To retain their subscribers after players finished all the content that was available upon
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185:(MMORPG), on November 23, 2004, in North America and Australia, and a European release followed in February 2005. As a role-playing game, players create their
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had over four million subscribers, corresponding to a $ 700 million annual revenue stream. It was significantly more popular than other MMORPGs of the time:
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supplemented general disease models, the behavior of griefers could augment the computer-modeled tactical decision-making enacted by terrorist researchers.
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Outside of disease research, some have speculated that the griefing attacks that took place during the Corrupted Blood pandemic may provide a model for
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of damage every two seconds. This level of damage would be enough to kill a character of the then-highest experience level in 30 seconds or less. While
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Notice of the National Press and Publication Administration on Further Strict Management and Effective Prevention of Minors' Addiction to Online Games
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2149:"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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who resisted warnings and quarantines to infect others with the disease. Discussion on internet chat forums about Corrupted Blood often included
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116:. Player reactions to the Corrupted Blood pandemic varied: some provided aid by healing players or warning them of outbreak zones, while
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to markets in urban centers in order to repair their damaged armor and weaponry. They then re-activated their infected pets, who became
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was derived from code created after the Corrupted Blood patch, pets were immune to Corrupted Blood, preventing another pandemic.
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servers, resetting Azeroth to its state from just before the introduction of Corrupted Blood. On October 8, Blizzard released a
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players and interest among real-world disease researchers. Blizzard developed intentional in-game pandemics in two
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companions, who when reactivated in densely populated non-combat zones, still carried the debuff, becoming
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on September 17, 2005. It was the game's fourth major raid and the first intended for 20 players. The
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may accurately model real-world infectious disease patterns. Although Gary Smith, a professor at the
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113:
109:
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731:"World of Warcraft experienced a pandemic in 2005. That experience may help coronavirus researchers"
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to echo the success of the Corrupted Blood pandemic. On October 22, shortly before the release of a
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1904:
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823:
2278:"The researchers who once studied WoW's Corrupted Blood plague are now fighting the coronavirus"
1985:
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803:
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s release, Blizzard maintained a team of developers to regularly add new content such as raids.
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1333:"Researchers Are Dusting Off WoW's Corrupted Blood Plague to Understand Coronavirus Infections"
768:"How World of Warcraft Was Made: The Definitive Inside Story of Nearly 20 Years of Development"
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This article is about the virtual plague. For the legal concept of "corruption of blood", see
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The sudden arrival and spread of the Corrupted Blood pandemic created widespread panic among
120:
intentionally contracted the debuff to spread it across the game world. After several failed
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911:
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815:
729:
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186:
82:
39:
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2582:
1229:"Zul'Gurub is live in WoW Classic, but Corrupted Blood doesn't plague Azeroth (this time)"
540:
353:
190:
1813:
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1891:
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283:
105:
2041:
3501:
3402:
3375:
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2118:
2026:"The untapped potential of virtual game worlds to shed light on real world epidemics"
1958:
854:
772:
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202:
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144:
78:
2180:
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1908:
1156:
1077:"How Blizzard coped with World of Warcraft's blood plague and other early disasters"
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3017:
3003:
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1304:
1039:
884:
827:
802:
Ducheneaut, Nicolas; Yee, Nick; Nickell, Eric; Moore, Robert J. (October 1, 2006).
596:
525:
382:
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was ever identified. Outbreaks soon occurred in Orgrimmar, the capital city of the
226:
136:
1950:
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research. Charles Blair of the Center for Terrorism and Intelligence Studies told
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compared the role that pet companions played in the spread of Corrupted Blood to
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2721:
2553:
1515:
1412:
1337:
279:
2164:
859:
Proceedings of the 6th International Conference on Foundations of Digital Games
17:
3059:
2984:
2815:
1875:"Modeling Infectious Diseases Dissemination Through Online Role-Playing Games"
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413:
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306:
298:
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125:
43:
The Corrupted Blood debuff being spread among characters in Ironforge, one of
2110:
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470:
Another zombie pandemic known as the Scourge invasion was featured in 2020's
2084:
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866:
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367:
33:
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2212:
Fan Server Unleashes Days-Long Virtual Plague To Teach Covid-19 Prevention"
2172:
2049:
1900:
1748:"Rakghoul plague strikes Star Wars: The Old Republic in secret world event"
804:"Building an MMO With Mass Appeal: A Look at Gameplay in World of Warcraft"
293:
Once it spread beyond the Zul'Gurub region, Corrupted Blood quickly became
1478:"What World of Warcraft Taught Us About Real-World Pandemics 15 Years Ago"
1117:"World of Warcraft's Corrupted Blood Outbreak is Not a Model for COVID-19"
559:
Some researchers have responded skeptically to the notion that games like
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2319:
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90:
1615:"Shadowlands Scourge Invasion Brings Back WoW's Most Annoying Tradition"
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1720:
1657:
1271:
492:
363:
117:
2148:
2756:
2216:
1686:"World of Warcraft's Scourge Is Killing New Players in Starter Zones"
464:
409:
265:
121:
86:
139:, the Corrupted Blood incident gained longstanding notoriety among
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38:
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1035:
virtual outbreak taught us about how humans behave in epidemics"
958:"World of Warcraft perfectly predicted our coronavirus pandemic"
428:
that made pet companions immune to contracting Corrupted Blood.
132:
prevented companions from contracting Corrupted Blood entirely.
2903:
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230:
had approximately 500,000 subscribers in September 2005, while
2249:
1995:
1197:
302:
855:"Measuring cooperative gameplay pacing in World of Warcraft"
2325:
264:
of this region was Hakkar the Soulflayer, who would cast a
59:) took place between September 13 and October 8, 2005, in
1781:"SWTOR on the rise and planning more PvP endgame content"
2024:
Lofgren, Eric T.; Fefferman, Nina H. (September 2007).
1511:"World of Warcraft's Most Insane Meta-Event Explained"
408:
Blizzard attempted to put a stop to the pandemic with
3463:
520:
players gained the attention of epidemiologists. The
1986:"'Virtual' Virus Sheds Light on Real-World Behavior"
1267:"Online 'blood plague' offers lessons for pandemics"
516:
The impact that the Corrupted Blood pandemic had on
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2955:
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2774:
2714:
2707:
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209:through the completion of quests and the defeat of
1579:
2245:"Can video games help rid the world of COVID-19?"
581:MRC Centre for Global Infectious Disease Analysis
205:of up to 40 characters. Player characters gain
853:Ashton, Martin; Verbrugge, Clark (June 2011).
688:"The weird World of Warcraft pandemic of 2005"
183:massively multiplayer online role-playing game
124:, Blizzard ended the pandemic by performing a
67:massively multiplayer online role-playing game
2915:
2341:
1581:"World of Warcraft plague halted by Blizzard"
251:
8:
3420:Brown v. Entertainment Merchants Association
797:
795:
632:, thus infecting others through negligence.
1300:"World of Warcraft plague 'swamps servers'"
1260:
1258:
1256:
1254:
1186:
1184:
1182:
1024:
1022:
1020:
1018:
991:"WoW Archivist: The Corrupted Blood plague"
3333:
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2908:
2900:
2711:
2457:
2348:
2334:
2326:
2142:
2140:
2019:
2017:
1814:"World of Warcraft Classic Adds Zul'Gurub"
1070:
1068:
1066:
1064:
1062:
761:
759:
522:Centers for Disease Control and Prevention
2100:
1890:
1653:s Zombie Invasion Hits Different in 2020"
1364:
1362:
1360:
951:
949:
947:
945:
943:
941:
189:by choosing among various fantasy races,
1573:
1571:
1544:"WoW Archivist: The zombie plague event"
1436:
1434:
1407:
1405:
1222:
1220:
1121:American Institute for Economic Research
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2575:Warcraft Adventures: Lord of the Clans
1760:from the original on November 25, 2020
1717:"How MMO Diseases May Save Real Lives"
1644:Whitbrook, James (November 18, 2020).
1345:from the original on December 30, 2021
1029:Ouellette, Jennifer (March 16, 2020).
913:"Conqueror in a War of Virtual Worlds"
397:Developer response and end of incident
2257:from the original on December 1, 2020
2085:"'Corrupted Blood' and Public Health"
2064:from the original on January 18, 2013
1419:from the original on January 27, 2009
1239:from the original on January 22, 2021
27:Virtual epidemic in World of Warcraft
7:
3427:Entertainment Software Ass'n v. Foti
2002:from the original on August 25, 2019
1191:McNamara, Tom (September 22, 2005).
910:Schiesel, Seth (September 6, 2005).
611:Comparisons to the COVID-19 pandemic
603:that, just as the human behavior in
34:Attainder Β§ Corruption of blood
3356:Family Entertainment Protection Act
2622:World of Warcraft Trading Card Game
1844:"Looking Back... World of Warcraft"
1684:Dunn, Zachary (November 23, 2020).
1594:from the original on April 13, 2019
1457:from the original on August 5, 2019
1413:"Virtual game is a 'disease model'"
1390:from the original on April 13, 2019
1265:Marshall, Andrew (April 27, 2009).
1205:from the original on April 13, 2019
1167:from the original on March 31, 2019
1157:"Deadly plague hits Warcraft world"
1075:Messner, Steven (August 26, 2019).
1003:from the original on April 24, 2022
744:from the original on March 30, 2022
698:from the original on March 27, 2022
252:Zul'Gurub raid and pandemic origins
2206:Grayson, Nathan (April 15, 2020).
2187:from the original on June 13, 2021
1915:from the original on March 6, 2022
1892:10.1097/01.ede.0000254692.80550.60
1824:from the original on June 18, 2022
1793:from the original on June 18, 2022
1746:Thursten, Chris (April 16, 2012).
1727:from the original on June 18, 2022
1665:from the original on March 6, 2022
1625:from the original on March 6, 2022
1556:from the original on March 6, 2022
1523:from the original on March 6, 2022
1312:from the original on March 6, 2022
1298:Smith, Tony (September 21, 2005).
1279:from the original on March 6, 2022
1089:from the original on April 1, 2022
1047:from the original on March 6, 2022
970:from the original on March 6, 2022
926:from the original on April 9, 2022
834:from the original on March 6, 2022
644:β A historic bug that occurred in
537:Ben-Gurion University of the Negev
256:Zul'Gurub was added to the game's
93:throughout the fictional world of
73:. When participating in a certain
25:
3112:California v. Activision Blizzard
2942:List of controversial video games
2615:World of Warcraft: The Board Game
2290:from the original on June 8, 2022
2243:McMahon, James (April 30, 2020).
2224:from the original on June 1, 2022
2125:from the original on June 8, 2022
1984:Sydell, Laura (October 5, 2005).
1965:from the original on June 8, 2022
1850:. January 4, 2005. Archived from
1696:from the original on June 8, 2022
1613:Wong, Myles (November 23, 2020).
1578:Ahmed, Murad (October 28, 2008).
1509:Boehme, Sean (October 28, 2020).
1490:from the original on May 21, 2022
1227:Rossi, Matthew (April 14, 2020).
1155:Ward, Mark (September 22, 2005).
1127:from the original on May 10, 2022
891:from the original on June 8, 2022
780:from the original on May 11, 2022
569:University of Southern California
401:At approximately 1:15 p.m. (
3518:Fictional diseases and disorders
3485:
3473:
2884:
2883:
1542:Andrews, S. (November 5, 2014).
1193:"World of Warcraft Gets Plagued"
1115:Earle, Peter C. (May 28, 2020).
956:Katwala, Amit (March 17, 2020).
766:Williams, Mike (July 22, 2019).
655:β Massive virtual battle in the
135:Although it was the result of a
1715:Chaddock, Ryan (June 9, 2016).
1447:Shines Light on Terror Tactics"
1441:Thier, David (March 20, 2008).
1371:"GFH: The Real Life Lessons of
1331:Hruska, Joel (March 16, 2020).
686:Andrei, Mihai (March 6, 2020).
3366:Truth in Video Game Rating Act
2866:WoW: Emergent Media Phenomenon
2276:Fenlon, Wes (March 13, 2020).
1873:Balicer, Ran D. (March 2007).
1812:Young, Rory (April 16, 2020).
728:Elker, Jhaan (April 9, 2020).
473:World of Warcraft: Shadowlands
375:engaged in this practice told
318:Player reactions and responses
1:
3025:Super Columbine Massacre RPG!
2654:Arthas: Rise of the Lich King
2042:10.1016/S1473-3099(07)70212-8
1951:10.1126/science.316.5827.961a
1476:Bove, Kate (March 29, 2020).
1415:. BBC News. August 21, 2007.
1369:Orland, Kyle (May 20, 2008).
989:Ziebart, A. (July 26, 2011).
385:, an asymptomatic carrier of
329:s user base. One player told
85:would become infected with a
3341:Intellectual property rights
1779:Olivetti, J. (May 2, 2012).
2089:Berkeley Scientific Journal
488:Star Wars: The Old Republic
3549:
2165:10.1136/medhum-2012-010299
565:University of Pennsylvania
167:
57:World of Warcraft pandemic
31:
3351:1993 U.S. Senate hearings
3346:Video Recordings Act 1984
3336:
3214:regionally censored games
2937:
2879:
2365:
2083:Girish, Nachiket (2019).
615:The sudden impact of the
589:basic reproduction number
501:World of Warcraft Classic
393:among general confusion.
3523:Video game controversies
3188:Corrupted Blood incident
3081:Digital Homicide Studios
2931:Video game controversies
2847:Corrupted Blood incident
2314:Corrupted Blood (debuff)
2147:Oultram, Stuart (2013).
1935:"Playing With Epidemics"
1848:Computer and Video Games
820:10.1177/1555412006292613
482:to infection and death.
366:, players who engage in
53:Corrupted Blood incident
3146:Cheating in video games
2860:Make Love, Not Warcraft
2853:Defense of the Ancients
1945:(5827): 961. May 2007.
867:10.1145/2159365.2159376
630:chose not to quarantine
545:2002β2004 SARS outbreak
290:for player characters.
201:, players may create a
3371:Video Game Decency Act
3163:Death of Brandon Crisp
3141:Blitzchung controversy
2476:Wrath of the Lich King
2399:Beyond the Dark Portal
2368:Blizzard Entertainment
460:Wrath of the Lich King
175:Blizzard Entertainment
150:Wrath of the Lich King
71:Blizzard Entertainment
69:(MMORPG) developed by
48:
3231:Gender representation
3173:2017 Wichita swatting
2632:Comics and literature
2392:II: Tides of Darkness
1991:All Things Considered
535:, Ran Balicer of the
504:in 2020, but because
288:asymptomatic carriers
211:non-player characters
114:asymptomatic carriers
110:non-player characters
42:
3508:2005 in video gaming
3441:Epic Games v. Google
3183:match fixing scandal
3118:ABK Workers Alliance
3099:workplace misconduct
3067:Six Days in Fallujah
2685:Other licensed media
2608:The Roleplaying Game
2102:10.5070/BS3241046896
1854:on February 19, 2014
1483:Comic Book Resources
3434:Epic Games v. Apple
3134:Other controversies
2747:Sylvanas Windrunner
2668:The Sunwell Trilogy
2568:Heroes of the Storm
2497:Warlords of Draenor
2469:The Burning Crusade
2408:III: Reign of Chaos
737:The Washington Post
512:As a research model
332:The Washington Post
275:suspended animation
55:(also known as the
45:World of Warcraft's
3448:Strickland v. Sony
3253:Simulator sickness
2947:Video game culture
2511:Battle for Azeroth
2153:Medical Humanities
1378:s Corrupted Blood"
919:The New York Times
861:. pp. 77β83.
579:, director of the
49:
3533:World of Warcraft
3461:
3460:
3457:
3456:
3398:Video game piracy
3381:Microtransactions
2897:
2896:
2770:
2769:
2737:Illidan Stormrage
2675:World of Warcraft
2647:Tides of Darkness
2640:Rise of the Horde
2546:Other video games
2541:
2540:
2490:Mists of Pandaria
2436:World of Warcraft
2415:The Frozen Throne
2385:Orcs & Humans
2210:World Of Warcraft
1648:World of Warcraft
1445:World of Warcraft
808:Games and Culture
622:World of Warcraft
617:COVID-19 pandemic
605:World of Warcraft
573:World of Warcraft
561:World of Warcraft
553:World of Warcraft
518:World of Warcraft
452:World of Warcraft
448:World of Warcraft
439:World of Warcraft
426:World of Warcraft
418:World of Warcraft
341:World of Warcraft
324:World of Warcraft
311:World of Warcraft
238:World of Warcraft
233:The Matrix Online
222:World of Warcraft
217:World of Warcraft
207:experience levels
191:character classes
187:player characters
179:World of Warcraft
170:World of Warcraft
141:World of Warcraft
101:World of Warcraft
83:player characters
62:World of Warcraft
16:(Redirected from
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3488:
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3469:
3334:
3039:Ethnic Cleansing
2971:Custer's Revenge
2924:
2917:
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2732:Jaina Proudmoore
2712:
2693:Azeroth Choppers
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653:Battle of B-R5RB
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354:first responders
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77:at the end of a
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541:avian influenza
514:
443:
441:and other games
434:
399:
346:internet forums
326:
320:
297:in Azeroth. No
284:disease vectors
254:
249:
240:
172:
166:
106:disease vectors
37:
28:
23:
22:
18:Corrupted Blood
15:
12:
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3299:
3294:
3287:Sexual content
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3197:Social aspects
3194:
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3181:Counter-Strike
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3120:
3108:
3106:Crunch culture
3102:
3100:
3097:Harassment and
3094:
3093:
3091:
3090:
3087:Active Shooter
3083:
3078:
3070:
3063:
3056:
3053:V-Tech Rampage
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2871:Warcraft union
2868:
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2762:Leeroy Jenkins
2759:
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2604:
2601:The Board Game
2596:
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2593:Tabletop games
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2571:
2564:
2563:
2562:
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2535:
2532:The War Within
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2307:External links
2305:
2302:
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2235:
2198:
2159:(2): 115β118.
2136:
2075:
2036:(9): 625β629.
2013:
1976:
1926:
1885:(2): 260β261.
1865:
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1707:
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1567:
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1501:
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1383:Game Developer
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1233:Blizzard Watch
1216:
1178:
1138:
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981:
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814:(4): 281β317.
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491:, a MMORPG by
442:
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398:
395:
391:misinformation
319:
316:
253:
250:
248:
245:
199:dungeon crawls
168:Main article:
165:
162:
145:expansion sets
128:, and a later
47:in-game cities
26:
24:
14:
13:
10:
9:
6:
4:
3:
2:
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3531:
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3528:Software bugs
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3376:Law 3037/2002
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3236:LGBTQ+ themes
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2978:Mortal Kombat
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2956:Game-specific
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414:hard resets
280:fast travel
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3011:Hot Coffee
2985:Night Trap
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2787:in esports
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2578:(canceled)
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666:References
658:Eve Online
358:town crier
337:world chat
335:that the "
307:hit points
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2358:Warcraft
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2288:Archived
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