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Science Friday

Virtual Disease, Daydreaming, Geoengineering. March 12 2021, Part 2

Science Friday

Science Friday and WNYC Studios

Science, Life Sciences, Wnyc, Natural Sciences, Friday

4.4 • 6.3K Ratings

🗓️ 12 March 2021

⏱️ 47 minutes

🧾️ Download transcript

Summary

Learning From World Of Warcraft’s Virtual Pandemic The widespread infection of roughly four million virtual characters all started with a giant snake demon. In 2005, the massively multiplayer online video game World Of Warcraft introduced a special event raid, where groups of players could team up to fight a giant snake demon named Hakkar the Soulflayer. Hakkar would cast a spell called “Corrupted Blood” on players, which would slowly whittle down their health. The effect of the spell was only supposed to last inside the raid arena—when players returned to the main world of the game, the spell would dissipate. But thanks to a software glitch, that wasn’t the case if the player had a pet companion. When the pets returned to the main world, they started infecting players and non-playable characters with the Corrupted Blood spell. If the player wasn’t powerful enough to heal themselves, they would die and erupt in a fountain of blood before turning into a skeleton. What followed was a virtual pandemic that startlingly resembled today’s COVID-19 pandemic, from the spread, human behavior, and cultural response. Blizzard, the developer of the game, wanted players to social distance. Some players listened, others flouted the rules, traveling freely and spreading the disease with them. Conspiracy theories formed about how the virus was engineered by Blizzard on purpose, and others placed blame on players with pets as the cause of the outbreak, mirroring the racist anti-Asian attacks and rhetoric surrounding COVID-19 today.  Coincidentally, two epidemiologists, Nina Fefferman and Eric Lofgren, were there to witness the World Of Warcraft outbreak unfold. They studied and used the incident to model human behavior in response to a pandemic. Their findings were published in The Lancet in 2007. Many of their observations came to pass in 2020 when COVID-19 appeared.  SciFri producer Daniel Peterschmidt sat down with Eric Molinsky, host of the podcast Imaginary Worlds, who reported this story for his show. He talks about the epidemiologists who studied the outbreak and how it prepared them for public responses to COVID-19. Why Is Daydreaming Difficult For Grownups? Children have a natural talent for imagination. Even in moments of boredom, their imagination can take them away into daydreams that help pass the time in a flash. But for many adults, falling into a daydream is hard, especially when our minds are filled with worries about tomorrow’s obligations, finances, and a global pandemic.  Turns out those who feel this way are not alone. New research shows that adults report getting to a daydreaming state is harder than experiencing their unguided thoughts. Adults often require a prompt to think about something pleasant, and tend to ruminate on unpleasant things.  Daydreaming can be an antidote to boredom, and researcher Erin Westgate of the University of Florida says that’s important. Her previous research shows that boredom can cause sadistic behavior in people. Westgate joins guest host John Dankosky and Manoush Zomorodi, host of the TED Radio Hour and author of the book “Bored and Brilliant,” who argues leaning into boredom can unlock our most creative selves. Can We Geoengineer Our Way Out Of A Natural Disaster? Humans have always altered their landscapes—from simple agriculture used to cultivate specific crops to huge projects like damming rivers to change the flow of entire ecosystems. And many of these human interventions have unintended consequences and have led to major environmental disasters. In her book Under A White Sky: The Nature Of The Future, author Elizabeth Kolbert talks to scientists and people working on geoengineering projects and technology to mitigate and avert damage caused by humans in the natural world like climate change. The projects range from electrifying rivers to turning CO2 emissions into rocks. Kolbert discusses if we can solve these natural problems with the tools that created the problems in the first place, and at what cost?

Transcript

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0:00.0

This is Science Friday. I'm John Dankosky. Ira Flato is away.

0:05.6

When the pandemic hit last year, people reacted in different ways, from complete denial to volunteering to help others.

0:13.4

Some people flouted the rules while others didn't leave the house, and some even used it as an excuse to hurl racist insults and physically assault other people.

0:22.1

These actions may have seemed unpredictable, but a group of epidemiologists was not surprised.

0:28.6

They'd seen this all play out in another pandemic in 2005, one that happened online, in a video game called World of Warcraft.

0:37.4

Players there became infected with the virus due to a glitch in the software.

0:42.0

SciFri producer Daniel Peter Schmidt is here to talk more about that.

0:45.0

Hey, Daniel.

0:45.9

Hey, John.

0:47.0

So briefly, what is World of Warcraft for those who don't know?

0:51.2

Yeah, it's one of the biggest online multiplayer games of all time. It's been around

0:56.5

since 2004, and basically you're playing in this huge medieval fantasy environment with

1:02.7

millions of other people across the world. You can play as an orc, mage, warrior, that kind of

1:07.9

thing, so kind of d&D stuff. And you can explore the world and fight monsters and go on quests with other people.

1:15.1

I've heard about it, never played myself, but does sound pretty cool.

1:18.6

So how did this all start with the epidemic in the game?

1:21.1

Yeah, so in 2005, Blizzard, the company who makes World of Warcraft, they created a new challenge. And basically it was you go to

1:29.1

this one area, you battle a big villain, which is called a boss, this big snake demon thing that would

1:34.8

cast a spell on you that gave you a kind of infection. And this infection was called corrupted

1:40.7

blood. And the spell basically just slowly slapped your health away while you

1:45.4

were fighting it. It would obviously affect you in battle, but once you defeated the boss, you could

1:49.6

go out into the main world, then you're basically not infected anymore. So individual players

...

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