2017
DOI: 10.1177/1354856516687235
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Playing at apocalypse: Reading Plague Inc. in pandemic culture

Abstract: Plague Inc. is an enduringly popular mobile video game in which players create diseases and attempt to eradicate humanity; it has been downloaded more than 60 million times and been met with largely positive critical reception, with many reviews praising the game as a ‘realistic outbreak simulator’. This article explores Plague Inc. as both an artifact, and productive, of ‘pandemic culture’, a social imaginary that describes how the threat of pandemic increasingly shapes our day-to-day life. Ludic and narrativ… Show more

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Cited by 18 publications
(7 citation statements)
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“…Plague Inc. is a pathogen simulation game that attracts widespread public attention whenever a pandemic breaks out. This game introduces the public to epidemiology in an unconventional way, allowing users to obtain knowledge of the transmission and characteristics of pathogens through gaming [20]. As a form of new media, Plague Inc. employs simple graphics but has diverse charts and functions (Figure 1) [21].…”
Section: Introductionmentioning
confidence: 99%
“…Plague Inc. is a pathogen simulation game that attracts widespread public attention whenever a pandemic breaks out. This game introduces the public to epidemiology in an unconventional way, allowing users to obtain knowledge of the transmission and characteristics of pathogens through gaming [20]. As a form of new media, Plague Inc. employs simple graphics but has diverse charts and functions (Figure 1) [21].…”
Section: Introductionmentioning
confidence: 99%
“…According to Wald, pandemic narratives tell “a contradictory but compelling story of the perils of human interdependence and the triumph of human connection and cooperation, scientific authority, and the evolutionary advances of the microbe, ecological balance, and impending disaster” [ 62 ]. Further, Massumi [ 63 ] indicated that we live in an environment that is not so much threatening as “threat generating” [ 64 ]. That is, the threat is not always as existential as its effect on human consciousness, as expressed through the stories we tell.…”
Section: Traditional Use Of Narrative Evidence In Pandemics: Apocalypmentioning
confidence: 99%
“…Other games are set after a global catastrophe, such as the Fallout (Bethesda) series, which allows players to explore in detail a post-apocalyptic America with a distinctly 1950s and 1960s style. Finally, there are games that implement the catastrophe as the core of game mechanics: players might have to prevent it (like in Fate of the World, by Red Redemption, 2012, see also Idone Cassone [17]) or to cause it (this is the case of Plague Inc., by Ndemic Creations (2012), where the player must create and change an infection capable of zeroing the human population on the planet, see Mitchell and Hamilton [18]).…”
Section: Playing the Catastrophementioning
confidence: 99%