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In 2005, a bug in World of Warcraft caused the "Corrupted Blood" virus to spread uncontrollably across the game, killing characters and creating chaos. The event was so realistic that scientists later studied it to model how humans behave during real world pandemics.

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In September 2005, the virtual world of World of Warcraft experienced an unexpected and chaotic event known as the "Corrupted Blood" incident. This digital pandemic began with the introduction of a new raid, Zul'Gurub, where players could confront Hakkar, the final boss known as the Soulflayer. One of Hakkar’s abilities was a debuff called Corrupted Blood, a highly contagious disease designed to challenge players during the fight by inflicting damage over time and spreading between nearby players.

However, due to a programming oversight, the disease glitched and spread beyond the confines of the raid. Pets and minions could contract the debuff and carry it to the outside world once their masters left the raid. This simple oversight led to a catastrophic outbreak as the disease quickly spread from player to player in densely populated areas such as capital cities. Characters with lower health were swiftly killed, and major city centers were littered with virtual corpses, while higher-level characters suffered significant damage. The sheer persistence and spread of the disease created chaos and tested the in-game public health responses of players and administrators alike.

The incident drew the interest of epidemiologists and researchers, who saw parallels between the virtual plague and real-world disease spread. The unintended experiment provided a unique case study of human behavior in response to a pandemic. Epidemiologists were particularly interested in how players reacted, noting behaviors such as fleeing to remote areas to avoid infection, others risking themselves to heal the sick, and some even intentionally spreading the virus. The Corrupted Blood incident became a valuable model for understanding how people might react under similar circumstances in the real world, including non-compliance with quarantine measures and the challenges of containing a highly contagious virus.

Scientists used data from the incident to study disease dynamics and improve models for predicting how diseases spread in tightly-knit communities. It offered insights into the complexities of human behavior during health crises, making it a significant event not only in the world of gaming but also in the field of epidemiological research. The "Corrupted Blood" incident remains a prime example of the unexpected ways in which virtual worlds can mirror and contribute to our understanding of real-world phenomena.