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Corrupted Blood incident

The Corrupted Blood incident took place between September 13 and October 8, 2005, in World of Warcraft, a massively multiplayer online role-playing game (MMORPG) developed by Blizzard Entertainment. When participating in a certain boss battle at the end of a raid, player characters would become infected with a debuff that was transmitted between characters in close proximity. While developers intended to keep the effects of the debuff within this boss's game region, a programming oversight soon led to the debuff becoming an in-game pandemic that spread throughout the fictional world of Azeroth.

Background
Blizzard Entertainment released World of Warcraft, a massively multiplayer online role-playing game (MMORPG), on November 23, 2004, in North America and Australia, and a European release followed in February 2005. As a role-playing game, players create their player characters by choosing among various fantasy races, character classes, and allegiance to one of the game's in-universe factions. After creating their character, the player begins a quest in the fantasy world of Azeroth, where they may fight monsters either alone or together with other players in parties. For larger dungeon crawls, players may create a raid group of up to 40 characters. Player characters gain experience levels through the completion of quests and the defeat of non-player characters (NPCs) such as monsters or dragons. Gaining experience levels, higher-level armor, and improved weaponry then allows player characters to participate in more difficult dungeon crawls. World of Warcraft was immediately popular upon its release, with over 240,000 subscribers within 24 hours of its North American launch. By March 2005, its subscriber base had reached 1.5 million individuals. To retain their subscribers after players finished all the content that was available upon World of Warcrafts release, Blizzard maintained a team of developers to regularly add new content such as raids. ==Incident==
Incident
Zul'Gurub raid and pandemic origins Zul'Gurub was added to the game's open world on September 13, 2005. It was the game's fourth major raid and the first intended for 20 players. The boss of this region was Hakkar the Soulflayer, who would cast a debuff on players called "Corrupted Blood". After Hakkar cast Corrupted Blood on one player in a raid group, the debuff would be transmitted to other player characters in close proximity. The effects of Corrupted Blood were intended to last for 10 seconds, or until the players defeated Hakkar, whichever came first. One of Hakkar's healing mechanisms was to temporarily stun a raid party and drain their blood. Blizzard developers intended for players to defeat Hakkar by first weakening him with attacks and then exposing themselves to Corrupted Blood - which would cause Hakkar to take damage when he tried to heal himself using the players' blood. Developers had intended to limit the effects of the debuff to the Zul'Gurub region, but a programming oversight led to its spread throughout the in-game universe. Players who defeated Hakkar would subsequently fast travel to markets in urban centers in order to repair their damaged armor and weaponry. They then re-activated their infected pets, who became disease vectors, allowing Corrupted Blood to spread beyond players involved in the raid. Other NPCs could become infected with the disease, but they were incapable of dying, and instead became asymptomatic carriers for player characters. and in the dwarf city of Ironforge. This level of damage would be enough to kill a character of the then-highest experience level in 30 seconds or less. While World of Warcraft player characters are resurrected after death, Another posted that "[s]ome servers have gotten so bad that you can't go into the major cities without getting the plague. And anyone less than like Level 50 nearly immediately dies." Some players incorrectly speculated that the Corrupted Blood incident had been intentional, with developers intending for the Hakkar boss battle to lead directly into a pandemic-based game event. More often, rather than removing the Corrupted Blood infection, healing characters merely kept characters alive and contagious, thereby prolonging the spread of the infection. Players transmitted information from afar by using the game's farthest-reaching chat function, "yell". Griefers, players who engage in bad faith multiplayer game tactics, took advantage of the Corrupted Blood incident to target and inconvenience other players. Fefferman compared these players to Typhoid Mary, an asymptomatic carrier of typhoid fever who resisted warnings and quarantines to infect others with the disease. On October 8, Blizzard released a patch for World of Warcraft that made pet companions immune to contracting Corrupted Blood. ==Impact==
Impact
On World of Warcraft and other games While Blizzard had not intended to create a pandemic event with the Corrupted Blood incident, the company noted the popularity that the pandemic had received. In 2008, Blizzard released an intentional plague in World of Warcraft to echo the success of the Corrupted Blood pandemic. On October 22, shortly before the release of a World of Warcraft expansion set titled Wrath of the Lich King, several mysterious crates appeared in one Azeroth town. Player characters who inspected these crates became infected with an unknown disease, and if they did not find a cure within 10 minutes, they would be transformed into zombies. Unlike Corrupted Blood, it was possible to cure the zombie infection through healing spells or NPC aid. As the number of infected characters grew, however, the time frame for healing became shorter and the virus became resistant to cleansing. Blizzard put a stop to the Lich King plague on October 28 after receiving complaints from players that the zombie infection was detracting from other parts of the game. Another zombie pandemic known as the Scourge invasion was featured in 2020's World of Warcraft: Shadowlands expansion. To limit griefing attacks, the 2020 Scourge invasion was designed to make opting into the event more of a conscious choice by players who wanted to fight against the zombie hordes. The Scourge invasion received criticism, however, for its handling of new players. Shadowlands created a new starting area for players, Exile's Reach, in which new characters were separated from the rest of the game until they reached level 10. While this alternative starting area was isolated from the zombie pandemic, players whose characters began in other starting areas remained susceptible to infection and death. In 2012, Star Wars: The Old Republic, a MMORPG by BioWare, released an online disease resembling the Corrupted Blood plague. Characters infected with the Rakghoul Plague would develop a signature cough that became progressively louder before they transformed into a zombie-like creature. Because the plague was transmitted more easily in heavily populated centers, player characters conducted business in more remote business areas to avoid infection. Unlike the Corrupted Blood incident, BioWare intentionally released the Rakghoul Plague, and player characters who succumbed to the disease received special items. Lead designer Daniel Erickson told reporters that the Rakghoul Plague was inspired by the Corrupted Blood incident, but that developers wanted to steer players away from griefing and towards positive interactions with the pandemic. Blizzard closed the Zul'Gurub raid in 2010 as part of a larger update which transformed the region into a five-person dungeon with new bosses. The region was added to World of Warcraft Classic in 2020, but because Classic was derived from code created after the Corrupted Blood patch, pets were immune to Corrupted Blood, preventing another pandemic. Despite its accidental nature, the Corrupted Blood incident bore several resemblances to real-world pandemics, leading researchers to explore the event as a disease model. In an article for the journal Epidemiology, Ran Balicer of the Ben-Gurion University of the Negev compared the role that pet companions played in the spread of Corrupted Blood to avian influenza, which spread through asymptomatic ducks. The use of fast travel to quickly spread the disease between distant locations was also compared to the role that air travel played in the 2002–2004 SARS outbreak. Of particular interest to researchers in the use of MMORPGs for epidemiology is that character responses to a virtual pandemic are the result of individual player reactions, adding "a level of authenticity that doesn't exist in other simulations". Disease researchers typically study disease spread and control through the use of three general models, all of which make significant assumptions about human behavior. As behavior is difficult to predict, the effectiveness of these models is limited. The use of MMORPG environments like World of Warcraft introduces human behavior into disease models: while player characters are virtual, players are attached to the health and success of their characters and others, creating an immersive social environment. Video game models necessarily include player behaviors that would not be included in a general model. For instance, characters may deliberately enter infected areas in the hope that a healing character would protect them, just as individuals may expose themselves to infection under the belief that a vaccine may be in the region. Some researchers have responded skeptically to the notion that games like World of Warcraft may accurately model real-world infectious disease patterns. Although Gary Smith, a professor at the University of Pennsylvania, admitted that mathematical disease models fail to take into account the spectrum of human behavior, he questioned the ability of a video game to remedy this error, saying that "the study is just as 'observational' as disease outbreak studies in the real world". Outside of disease research, some have speculated that the griefing attacks that took place during the Corrupted Blood pandemic may provide a model for bioterrorism research. Charles Blair of the Center for Terrorism and Intelligence Studies told Wired that, just as the human behavior in World of Warcraft supplemented general disease models, the behavior of griefers could augment the computer-modeled tactical decision-making enacted by terrorist researchers. Other researchers noted the similarities between the game and the real-world pandemics. Both had an immediate impact on dense urban areas, which limited the effectiveness of containment procedures in stopping the spread of disease, while air travel, like fast travel, allowed infections to spread across large parts of the world with ease. ==See also==
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