BBC Focus - 04.2020_

(Jacob Rumans) #1

PORTRAIT: KATE COPELAND ILLUSTRATION: SCOT T BALMER


WhatcanonlinegameWorld Of Warcraft teach
us about COVID-19?

“Theprogrammers
didn’trealisethat
non-playercharacters
andpetscouldspread

the infection”

twaslateintheafternoonwhen
Ericandhisbuddiessetout
onanadventuretoa newpart
oftown.It wassunnyandthe
birdsweresinging,astheyalways
did.Andit washere,inthistranquil
littlecornerof theadventurers’brave
newworldthattheycaughtthebug
thatwouldtakedowna civilisation.
Ericfirstrealisedsomethingwas
upwhenhisbuddyZeldenstarted
spewingbloodfromhiseyes.“Holy
crap!”hethoughttohimself,before
tappingouta healingspellonhis
keyboard,andthrowingit acrossthe
screen.It landedontargetandthe
bleedingsubsided,butZeldenhad
takendamage.Andsohadthegang.
AnyonewithinZelden’sbleeding
distancewastouchedbyCorrupted
Blood,thepandemicthatdestroyed
alllifeinthetownsoftheonline
gameWorldOfWarcraft. Thedisease
wasmeanttoonlylastfora short
timeandberestrictedtoa certain
regionofthegame.Butduetoan
oversight,theprogrammersdidn’t
realisethatnon-playercharacters
andpetswerecapableofspreading
theinfection.It becomea pandemic,
affectinga numberof theWorld Of
Warcraftservers.
It was2005,andvirtualworlds
researcherslikemeweretransfixed
bywhathumanbehaviourwemight
observeinthesedigitalsocialPetri
dishes.Therehadbeenconferences
aboutplayer-createdgovernments
and justicesystems, economics
and social contagions. But until

CorruptedBloodwasaccidentallylet
loose,wehadn’twitnessedsomething
likethisunfoldinthewild.And
epidemiologistEricLofgrengot
caughtrightinthemiddleofit.
Theresultofhisserendipitous
fieldwork was several papers
published in highly respected
infectiousdiseaseandepidemiology
journals.Heandhiscolleagues
describedthethingsthatpeople
didwhichtheyhadbeenunableto
predict.Therewerethehealerswho
chosetoputtheir(virtual)livesat
riskonthefrontlineof the(virtually)
deadlypandemic;therumourmills
thatshutdowntheeconomicand
transportsystems;thepeoplewho
brokequarantine;characterswhohid
inthewilderness.“Travelbansdon’t
work,” Eric told me recently. People

haveto goto work.Theywantto see
family.Theydon’tbelievehealth
officials.Andsomepeopleliketo
beagentsofchaos,spreadingthe
disease“forthelolz”– or forransom.
Thisisn’tjustinformationhe’s
pickedupfromobservinga virtual
pandemic;thesearethingslearnt
fromtheevoluionofreal-world
pandemics.Andyet,thevirtual
worldprovidedaninterestingplaceto
watchhumanbehaviourthatreflects
whatmayhappenwithsomething
likeCOVID-19.However,heisthe
firsttopointoutthedifferences–
mostlyit comesdownto “it’sa game”.
Yetthat’snotwhatdigitaldesigners
believe.There’sa lotofthinkingin
SiliconValleyabouthowouronline
andofflineVenndiagramsoverlap.
Technology,theybelieve,canbea
windowintooursubconscious.But
wecannotcreatefacsimilesofthe
complexityof naturalhumansocial
systems.CorruptedBloodwasan
unpredictableincidentdueto human
error. What might bring down
civilisationisn’ta buginthesystem;
it’sthebeliefwecanfixthesystem
and the humans within it.

A L E K S

KROTOSKI
Aleksis a social
psychologist,
broadcaster
andjournalist.
Shepresents
TheDigital
Human.

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