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.
Exploring The Role of Behaviour In Virtual…
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.