Friday, August 2, 2013

The game of epidemics rs 3 gold

In September 2005, the four million participants role-playing game World of Warcraft is found with a new challenge: an aggressive epidemic. Virtual disease reckless behavior clearly showed that man can have in this type of outbreak, according to an article published in The Lancet Infectious Diseases' .

In principle, the disease was confined to the advanced player. In a new area of the game, fought with the powerful Hakkar, which could infect them with 'Corrupted Blood'. For the most powerful players, this sort of virus was more annoying than a cold, but the problem started when the participants concerned not wait to heal. They left the restricted area and walking free the cities of World of Warcraft , people infected others weaker.

"Soon, the disease had spread to the capital of the world heavily populated fantastic, causing high mortality and, more importantly, the social chaos outbreak involving a large-scale of a deadly disease, "write the authors of the paper, for whom "these unforeseen effects open the possibility of obtaining a valuable scientific content of a honest mistake."

The makers of World of Warcraft, Blizzard Enterntainment, had easily correct that mistake: the player only had to reset the computer. However, the student Eric Lofgren, gambler, told him what happened to his teacher, Nina Fefferman, an expert in infectious diseases at Tufts University (Boston, USA), and together they decided to study the case.

Enterntainment Blizzard designed an emergency strategy (quarantine) to contain the infection, but failed for three reasons. Namely, the high virulence of the disease, the inability to seal a part of the virtual world and the reluctance of players to the idea of being confined to the place. "journey contagious carriers over long distances has been the hallmark of many disease outbreaks in history , as the hordes mogólicas and bubonic plague "write Fefferman and his student.

The stupid factor
But the big driver of the epidemic may have been the players' pets , animal characters that help them in certain game competitions. "The players returned to the cities and recovering pets that, being infectious, immediately triggered an outbreak".

 

Image of the game. (Blizzard Entertainment)
Other factors unique to the virtual world (like the characters controlled by the game itself and the possibility of buy rs 3 gold resurrecting players) influenced the epidemic were to continue, but the authors still consider it a useful tool for studying outbreaks.

The problem of current systems to study epidemics is that they are computer models that "lack of variability and unexpected results arising in the system by the nature of the disease, but by the guests who infects". That is, do not take into account aspects of human behavior as what Fefferman called "stupid factor". "Someone thinks 'I'll come and cast only a quick look and will not affect me,'" explains the researcher.

"The virtual outbreaks have the potential to fill the gap between traditional and epidemiological studies on computer simulations of large-scale, involving both human behavior and large numbers unforeseen participants in controlled environments where they are known and the parameters of the disease. Something that no study can do alone, "Fefferman and Lofgren venture buy rs 3 gold in your article. researcher already working with Blizzard to design outbreaks infectious in other games.


1 comment:

  1. It was tough to get a feel for just how the character classes will affect the game,so it might be more pronounced if we did that.
    runescape 07 gold
    www.rsore.com

    ReplyDelete