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 narrative elements of the game were identified and selected for analysis, along with paratexts surrounding the game. Three aspects of Plague Inc. were used to structure the analysis: its politics of global scale, its viral realism, and its vis...
Concern over the “coming plague,” a projected microbiological catastrophe threatening the survival o...
With great apprehension, the world is now watching the birth of a novel pandemic already causing tre...
From Outbreak to The Walking Dead, apocalyptic narratives of infection, contagion and global pandemi...
by Arno Görgen Fig. 1: Informational Realism in Plague Inc. Plague Inc. and Corona Plague Inc...
The description of virulent disease pandemics that both kill and subsequently restructure society in...
This article takes as its starting point the prevalence of the zombie in video games. I argue that, ...
This article explores the relationship between Bram Stoker’s Dracula, and its influence on video gam...
In this case study, we document the development and user-testing of Epidemic: Self-care for Crisis, ...
This paper describes the production of Outbreak, a game focused on the 1885 smallpox epidemic in Mon...
International audienceThis paper examines the narrative – media nexus as it relates to pandemics. Co...
This paper argues for the potential of games to enact new ontological modes of engagement with disea...
The bookclub format has enabled expert and nonexpert exploration of infection and epidemiology as en...
As in-person social interaction became the primary mode of transmission of the Covid-19 virus, alter...
Proliferating for the last twenty-five years, outbreak narratives have now reached epidemic proporti...
The article is a narratological investigation of a selection of plague tales. The selection spans mi...
Concern over the “coming plague,” a projected microbiological catastrophe threatening the survival o...
With great apprehension, the world is now watching the birth of a novel pandemic already causing tre...
From Outbreak to The Walking Dead, apocalyptic narratives of infection, contagion and global pandemi...
by Arno Görgen Fig. 1: Informational Realism in Plague Inc. Plague Inc. and Corona Plague Inc...
The description of virulent disease pandemics that both kill and subsequently restructure society in...
This article takes as its starting point the prevalence of the zombie in video games. I argue that, ...
This article explores the relationship between Bram Stoker’s Dracula, and its influence on video gam...
In this case study, we document the development and user-testing of Epidemic: Self-care for Crisis, ...
This paper describes the production of Outbreak, a game focused on the 1885 smallpox epidemic in Mon...
International audienceThis paper examines the narrative – media nexus as it relates to pandemics. Co...
This paper argues for the potential of games to enact new ontological modes of engagement with disea...
The bookclub format has enabled expert and nonexpert exploration of infection and epidemiology as en...
As in-person social interaction became the primary mode of transmission of the Covid-19 virus, alter...
Proliferating for the last twenty-five years, outbreak narratives have now reached epidemic proporti...
The article is a narratological investigation of a selection of plague tales. The selection spans mi...
Concern over the “coming plague,” a projected microbiological catastrophe threatening the survival o...
With great apprehension, the world is now watching the birth of a novel pandemic already causing tre...
From Outbreak to The Walking Dead, apocalyptic narratives of infection, contagion and global pandemi...