In 2005, the company behind the video game World of Warcraft (WoW), a massive multiplayer online role-playing game (MMORPG), unintentionally started a plague in their metaverse that eerily mirrored the challenges, impact, and behaviours of real pandemics.
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Exploring The Role of Behaviour In Virtual…
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In 2005, the company behind the video game World of Warcraft (WoW), a massive multiplayer online role-playing game (MMORPG), unintentionally started a plague in their metaverse that eerily mirrored the challenges, impact, and behaviours of real pandemics.