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Geekstorians: Virtual Worlds, Real Consequences | World of Warcraft, EVE Online and Second Life
Season 2 of Geekstorians continues with the moment virtual worlds stopped being just games and started becoming laboratories.
In ‘Virtual Worlds, Real Consequences’, Dave looks at three very different digital worlds — World of Warcraft, EVE Online and Second Life — and the very real human behaviour they exposed once thousands of people were let loose inside them.
It starts with World of Warcraft’s Corrupted Blood incident, when a raid debuff escaped into the wider game and created a plague across major cities. What looked like a game bug became something stranger: an accidental model of how…
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