Experts and gamers join forces to fight COVID-19 and stop future disease outbreaks via Plague Inc: The Cure

Source(s): World Health Organization (WHO)

Leading disease outbreak experts have come together to show gamers everywhere how to spot and stop a pandemic. The popular simulation Plague Inc: The Cure not only transports players into a global public health outbreak similar to the COVID-19 pandemic, but a new feature also provides expert commentary comparing decisions made by gamers to real-life scenarios.

The game was developed by Ndemic Creations in collaboration with infectious disease experts from the World Health Organization (WHO),  Coalition for Epidemic Preparedness Innovations (CEPI) and Global Outbreak Alert and Response Network (GOARN).

Players’ skills are put to the test as they try to save the world by balancing public health measures, research and development, and social and economic factors in order to keep the disease under control, all while maintaining public trust. The game holds a mirror to nations everywhere, emphasizing the importance of vaccine research, manufacturing and distribution to mitigate outbreaks, as well as the need for global cooperation to accelerate development.

As part of this collaboration, Ndemic Creations and WHO are launching a new public awareness campaign bringing together gamers and WHO experts to promote actions everyone can take to stay healthy and learn to detect and act upon misinformation.

Through this campaign, anyone will be able to view a 45-minute joint game-play where WHO and GOARN experts comment on decisions made by gamers in real-time and compare it with public health management in real-life scenarios. The game also showcases WHO health and safety COVID-19 messaging and prevention tips for players to take offline and use in their daily lives.

Commenting on the collaboration, Dr Paul Effler, member of the GOARN Steering Committee, said: “GOARN was keen to contribute to developing ‘The Cure’ to help ensure the gaming experience accurately reflected the challenges and impact of implementing outbreak control measures in real-life. We see this as innovative means to reach new audiences and help them understand what’s required to successfully respond to a pandemic.”

Dr Richard Hatchett, Chief Executive Officer, CEPI, said: “Games like Plague Inc: The Cure represent an incredibly important medium for education and public awareness that can be used to show the world the steps needed to address similar global health threats and their associated complexities. We are delighted that Ndemic Creations have taken the initiative to raise awareness of both the tools—like vaccines, therapeutics, and diagnostics—needed and the challenges that must be overcome to rapidly and effectively respond to outbreaks of emerging infectious diseases.”

James VaughanFounder of Ndemic Creations, said: “Plague Inc: The Cure is an engaging and timely simulation which lets players explore the issues that humanity faces when trying to stop a global pandemic. Eight years ago, I never imagined the real world would come to resemble a game of Plague Inc. or that my game would be in a position to help educate and inform people.”

Andy Pattison, Manager of Digital Channels for WHO, said: “The COVID-19 pandemic has proven that everyone has a role to play when it comes to managing public health threats. Educating people through interactive games and simulations is a great way to keep communities informed and safe, especially amid widespread misinformation online.”

Before you go…

Keep yourself and others safe! You can directly contribute to beating this pandemic IRL. Here’s how:

  • Keep at least 1-meter distance from others
  • Wear masks
  • Cough and sneeze into a bent elbow or a tissue
  • Avoid crowds
  • Ventilate indoor spaces
  • Clean hands frequently
  • Stay home if you feel unwell

People who partake in gaming should be alert to the amount of time they spend on gaming activities, particularly when it is to the exclusion of other daily activities, as well as to any changes in their physical or psychological health and social functioning that could be attributed to their pattern of gaming behaviour.

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