"The Virtual Plague - The day a video game glitch modeled a real pandemic" recounts the "Corrupted Blood" incident in World of Warcraft. In 2005, a new boss (Hakkar the Soulflayer) introduced a contagious spell designed to drain life. Due to a coding oversight, players' pets carried the infection out of the dungeon and into the major cities. Gaming historian Sarah Servin details the chaos: Millions of characters died. Players reacted exactly like people in a real pandemic. Some fled to the countryside (quarantine), some healed others (first responders), and some griefers intentionally spread the disease (bioterrorists). "The Virtual Plague" explains how the CDC and epidemiologists later requested the data from Blizzard to study human behavior during outbreaks. It is a fascinating look at how a virtual world accidentally became the perfect simulation for COVID-19 and other real-world biological crises.