Serious Game Policy Report POLI353
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Concordia University *
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Course
353
Subject
Political Science
Date
Apr 3, 2024
Type
docx
Pages
5
Uploaded by DeaconTeam8548
Monday 4 December
Lorenzo Della Chiesa d’Isasca / ID :40236998
Stephanie Patterson – POLI353
Serious Game Policy Report
Game chosen
: Plague Inc: The Cure
In 2019, the world was shaken and attacked by the Covid-19 virus, which caused:
“772 052 752 confirmed cases […], including 6 985 278 deaths” (WHO)
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worldwide. For
many months, researchers from all over the world did not understand this virus: its mode
of transmission, its symptoms, its mutations, or which was most at risk. Perhaps that
explains why this virus was so hard to fight and continues to infect people today. Because
of the link with the actuality, I have chosen the game Plague Inc for this essay. Plague Inc
is a real-time strategy simulation video game. The purpose of this game is to: “create and
evolve a pathogen to annihilate the human population with a deadly pandemic.”
(Wikipedia)
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. Throughout the game you learn how to develop your virus: its symptoms or
its mode of transmission, but the need to combat cure and vaccines that can slow or
destroy your virus. Although this game was primarily developed to entertain people, it
also delves into gameplay mechanics and public policy considerations. In this essay, we
will analyze the relationship between Plague Inc and public policies, exploring how the
game offers insights into global cooperation, government interventions, research and
development, public awareness, and ethical considerations in the context of managing a
simulated pandemic.
1
"Coronavirus Dashboard." World Health Organization, last updated November 30, 2023,
2
Plague Inc, Wikipedia, 04/12/2023
1
The objective of the game is to develop a pathogen to eventually wipe out the entire
human population. At the beginning of the game, the player will have to choose a
pathogen: virus, bacterium, fungi, etc., and start its development; each of these pathogens
has particular characteristics in their modes of transmission or in their symptoms. The
game is built around a map of the world, with countries and regions reflecting the world's
population. Players begin their adventure in a single country and must devise a strategy to
spread the infection across borders. As the virus spreads, players can modify their
pathogen to impede government containment efforts and develop resistance to medical
interventions. The gameplay consists of a combination of strategy, resource management,
and adaptation. Players choose how to evolve their pathogen's attributes, such as
transmission methods, symptoms, and skills to increase its chances of spreading. For
example, to help the infection spread, players can use various transmission routes such as
air, water, or vectors such as insects (fleas or mosquitos) and animals (birds, rats, or
dogs). I learned throughout the game that the player has to balance infectivity, severity,
and mortality strategically, as an overly aggressive strategy may attract worldwide notice
and countermeasures from governments such as cure and vaccines. I had to do several
games to familiarize myself with the game and its mechanics. Indeed, it is necessary to
know how to develop its pathogen strategically because an attack too strong could alert
the world but an attack too light could make no victims. I really appreciated the great
variety of options and changes that the player can bring to his pathogen, this makes the
game more interesting and more captivating. I did many parts on Plague Inc to
understand and experience several scenarios. In fact, in the beginning I was creating a
very deadly virus, which allowed governments and researchers to counter me and save
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the world's population. In my subsequent parts, I focused on spreading my virus without
making it lethal, which allowed me to get under the radar of governments and when a
large part of the world's population was infected, I developed my virus for more lethal
return. During games where I played strategically, I often managed to kill the entire
world population and win the game.
This game does not directly emphasize public policies, but a number of policies were
addressed indirectly, such as: government decision-making, international collaboration,
adaptability of policies, or ethical considerations. For example, in the case of government
decision-making, the game simulates the process that governments follow and reflects the
strategic choices governments face in the realm of public health. Another example that I
found really interesting, is the case of ethical condition. In fact, the game introduces
moral and ethical dilemmas. The player is pushed to make a number of choices that will
negatively impact the world population. While it is not directly linked to any particular
legal or regulatory framework, it reflects the ethical considerations inherent in public
health policy, such as balancing individual rights with group well-being. In addition, the
game does not mention particular actors or institutions. It is more abstract and is more
accessible on themes and policies related to health or government in general as explained
in the previous paragraph. For example, the game emphasizes international collaboration
to combat pandemics but does not name institutions or actors like the United Nations
(UN), the World Health Organization (WHO) or individual governments. Plague Inc. can
generate several ideas regarding pandemic management and public policy. Although the
game is a fictional simulation and not a direct representation of real-life scenarios, it
encourages players to think about various aspects of global health and policies. The game
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