Infectious Behavior
October 5, 2005 6:29 PM
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"Virtual Virus Sheds Light on Real-Life Behavior."A researcher at Tufts University's Center for the Modelling of Infectious Diseases,
Dr. Nina Fefferman, is studying the behavior of World Of Warcraft players during the recent plague that broke out in Ironforge (discussed on Metafilter
here.)
But Dr. Fefferman is not the first academic to study MMORPGs seriously.
Edward Castronova, an economist, arguably pioneered the field with his 2001 paper
Virtual Worlds, in which he argues that the economy in Everquest produced a GNP per capita somewhere between that of Russia and Bulgaria. (He has followed up that paper with
many more on similar subjects.)
posted by dersins (9 comments total)
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Most people fundamentally understand that WoW is a game, and that there are no real lasting consequences to death. Teleporting oneself to Ironforge while infected with a deadly plague is a prank, not a crime. It's more like throwing a water balloon at people than shooting them. There are some slight negative consequences to death (some time lost, and a small amount of money to repair equipment, which is damaged whenever you die), but at MOST it would be like egging someone's car. It's not at ALL like deliberately infecting someone with a disease in real life. The consequences are enormously different, and people understand this.
Because of these hugely different consequences, asserting a correlation would seem to require a high standard of proof, which I haven't yet seen. Unfortunately, that would probably require numerous, well-documented real disasters, so I sincerely hope it's many, many years before they can prove or disprove any correlation.
It's still very interesting to think about. Thanks for the post!
posted by Malor at 8:26 PM on October 5, 2005