Literature DB >> 23584861

Virtual plagues and real-world pandemics: reflecting on the potential for online computer role-playing games to inform real world epidemic research.

Stuart Oultram.   

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


  1 in total

1.  Psychiatrists' Perceptions of World of Warcraft and Other MMORPGs.

Authors:  Eric Lis; Carl Chiniara; Megan A Wood; Robert Biskin; Richard Montoro
Journal:  Psychiatr Q       Date:  2016-06
  1 in total

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