Corrupted Blood incident

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Corrupted Blood incident

The Corrupted Blood incident was a virtual pandemic in the MMORPG (Massively Multiplayer Online Role-Playing Game) World of Warcraft, which began on September 13, 2005, and lasted for approximately one week. The incident was caused by a bug associated with the release of the game's new raid dungeon, Zul'Gurub, and its final boss, Hakkar the Soulflayer. Players infected with Hakkar's debuff spell, "Corrupted Blood," which could spread to other players and NPCs (non-player characters), inadvertently led to a widespread virtual epidemic. The incident has been studied for its implications in epidemiology and the understanding of real-world disease propagation.

Background[edit | edit source]

In World of Warcraft, players can explore a vast fantasy world, complete quests, and interact with other players and NPCs. Zul'Gurub was introduced as a high-level raid instance where players could team up to defeat powerful bosses, including Hakkar. Hakkar's Corrupted Blood was intended to be a challenge for players to overcome within the confines of the raid. However, due to a programming oversight, pets and minions could leave the instance while still infected with the debuff, spreading the disease to the wider game world.

Spread of the Epidemic[edit | edit source]

The Corrupted Blood debuff was highly contagious and could affect any nearby players or NPCs. Major cities in the game, such as Ironforge and Orgrimmar, became hotspots for the disease due to the high player population. The rapid spread of the infection led to social chaos within the game, with many players dying repeatedly, while others fled to remote areas to avoid the contagion.

Player Reactions and Behavior[edit | edit source]

The incident elicited a wide range of responses from the player base. Some players acted as "first responders," attempting to heal the infected and control the spread of the disease. Others exploited the chaos for entertainment or malicious purposes, intentionally spreading the infection. The event also led to the formation of player-imposed quarantines and the avoidance of densely populated areas.

Impact and Analysis[edit | edit source]

The Corrupted Blood incident attracted the attention of epidemiologists and researchers interested in the study of disease dynamics. The virtual pandemic mirrored aspects of real-world epidemics, including the patterns of spread and the behavioral responses of populations to an outbreak. The incident has been cited in scientific literature as a case study for understanding human behavior during pandemics and the potential for using virtual worlds as models for predicting the spread of diseases.

Resolution[edit | edit source]

Blizzard Entertainment, the developers of World of Warcraft, implemented several measures to contain and eventually eliminate the outbreak. These included patches to prevent the disease from spreading outside of Zul'Gurub and resets of the game servers. The incident was resolved within a week, but its impact on both the game's community and the field of epidemiology has continued to be a subject of discussion and study.

See Also[edit | edit source]


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Contributors: Prab R. Tumpati, MD