Unleashing disease on thousands… in a game world
By: Dale A. RosePosted in dual-use, enactment on August 25th, 2007
My forays into the wired world are paying off: Now I’m only a year or two behind the curve. Check out this fascinating story picked up by Time (and NPR). It reports on the dastardly named “Corrupted Blood”, an intentionally released virus (and resultant epidemic) which wrought a fair amount of damage in the virtual “World of Warcraft”. Apparently the disease, originally designed to affect higher-level cave-dwellers (nevermind the oxymoron), ended up spreading unexpectedly to the world’s virtual cities — where the common folk live. Tellingly, the game’s own administrators had trouble controlling the virus once released.
In addition to all the buzz this generated in the gamer world, it’s also led to some pieces in scholarly journals, including this one (article info only; you’ll need an institutional subscription to access it, I think). Of particular interest is that the virtual gaming world might be a space to test out all those interesting theories that cannot be feasibly tested in the real world during a massive ID outbreak, like: will people comply with public health and infection control measures? Will communities panic? In fact, more broadly stated: Just how will people behave when a catastrophic Mondo virus comes crashing down on them? Of course, disaster researchers have said for decades that data derived from research on community behavior is pretty compelling, and clear: People generally don’t panic. People are generally compliant. Be that as it may, it is interesting to think about — and be slightly concerned about — the possibility that overly Red Bull-ed, highly testosteroned, über-gamers might form the sample out of which more general findings about community behavior in times of an apocalyptic viral meltdown will be extrapolated. Nevertheless, I find it intriguing to think about just what kind of knowledge — new, unexpected knowledge — can and will be produced as these kinds of imaginative enactments and scenarios take shape down the road.
Come to think of it, I find it equally intriguing to think about the ethical positions (and implications) associated with the intentional release of a harmful ‘pathogen’ in virtual space. Can we profit from the virtual deaths of thousands? Millions? Yes. Should we? That’s a wee bit trickier. How do we do it? Informed Consent?