Bei großen Epidemien, wie dem aktuellen Coronavirus, schießen die Downloads von „Plague Inc“ jedes Mal in die Höhe. In dem Strategie-Videospiel. Bereits im März wurde aufgrund der CovidPandemie ein Update von den Entwicklern versprochen, bei dem das Spielkonzept umgedreht. Lade Plague Inc. und genieße die App auf deinem iPhone, iPad und Quarantäne-Maßnahmen werden die Menschen kaum Folge leisten.
Plague Inc. dreht Spielprinzip um: Spieler können nun Pandemie bekämpfenDas Update ist natürlich stark an die Geschehnisse rund um die Coronavirus-Krise angelegt. Quelle: tech-math.com Spiele wie Plague Inc. Zu Beginn der Corona-Pandemie verzeichnete Plague Inc. hohe Spielerzahlen. Im DLC The Cure sollen Spieler jetzt das Virus bekämpfen. Lade Plague Inc. und genieße die App auf deinem iPhone, iPad und iPod touch. Ich brauche nicht unbedingt das aktuelle Corona Virus.
Corona Plague Inc The Big Issue in your inbox VideoPlague Inc: Custom Scenarios - SARS-COV-2 (Covid-19)
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Published 26 February. This special feature makes Plague Inc. This perception is true to the point that the developers had to stress that Plague Inc.
The central point here is that games in a formalised form represent conflict situations of reality that can be learned and experienced without the risk of endangering oneself.
For this reason, games are often integrated into narrative structures and aesthetics that refer to conflicts in the reference world. From this perspective, areas of reality with an extremely high density of action decisions and a high effectiveness of the decision consequences are particularly suitable for adaptation in games.
This applies primarily to war simulations, but also to scientific and especially biomedical settings, since fictitious individuals and societies are influenced at a central point of their respective autonomy, namely the physical integrity of their participants.
In Plague Inc. From a design perspective, this complex mixture is dealt with on three game levels: the environmental conditions of the virus, human research, and finally the internal development of the pathogen.
The result of the interplay of these three levels is in turn mainly displayed on a world map in the form of an abstract spreading course. In all levels, an attempt is made to show the respective sub-processes as a mechanical-logical process which is ultimately subject to a radical logic of quantification.
Soft values and affects, such as empathy but also fear and panic, are either subjected to this logic or find no way into the equation.
This is done both within an informational realism on a visual level as well as structurally, by referring to traditional knowledge.
The in-game dashboards on the health political status of individual countries take up established forms of data visualization, as they can also be found in the context of the Covid pandemic, such as the representation of national disease patterns in the context of the Covid pandemic by Johns Hopkins University see figures 1 and 2.
Design, knowledge and expectations of this knowledge go hand in hand here. In the following, this will be demonstrated by means of the macro-perspective visualization of the infection pathways, the statistical calculation of the infections based on the SIR model and the micro-perspective representation of the reconfiguration of the disease characteristics.
These are relevant because they are the most important means of transmission besides animal carriers, namely via ships and airplanes.
Non-contaminated connections are shown in white, whereas connections with pathogens are shown in the warning colour red. The increasing complexity of these connection lines leads on the one hand to a better overview for the player, on the other hand the complexity of the propagation paths is gradually increasing and overwhelming.
The quantity of influencing variables and the constant influx of changing environmental factors establish a time lapse that builds up and increases in complexity, putting the player under pressure and creating tension.
The infection of the population is — again, similar to the visualization done by Johns Hopkins University in fig. The coronavirus is still spreading aggressively throughout the world and has resulted in more than 18, deaths.
Incidentally, the lockdown in Wuhan, China has come to an end. Tags: coronavirus , Plague Inc. A life long Mac user and Apple enthusiast, Yoni Heisler has been writing about Apple and the tech industry at large for over 6 years.1/26/ · The popularity of a video game that teaches players about how diseases spread has grown sharply amid concerns about the spread of coronavirus. Now, the company is warning people to seek. "Plague Inc.", a strategy game published as early as , in which you are supposed to destroy mankind as a pathogene in a very instructive way, has climbed the app charts in the course of the Corona pandemic and was banned in China. Reason enough to take a closer look at how illness is designed in this game and what consequences this has for our perception of disease. 3/18/ · Plague Inc is a game. Nothing more. With that said, I find it scary that recreating similar conditions to the COVID outbreak resulted in the swift death of humanity.