| Literature DB >> 23584861 |
Abstract
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.Keywords: History; Popular media; Public health
Mesh:
Year: 2013 PMID: 23584861 DOI: 10.1136/medhum-2012-010299
Source DB: PubMed Journal: Med Humanit ISSN: 1468-215X