If you are playing Plague Inc. in this historical moment, you are a bad person. Or maybe not?

Rebecca Sargo
4 min readMay 17, 2020

In 2012, Ndemic Creations launched its mobile title Plague Inc. Since then, in addition to having received several awards for Best Strategy game, it has always remained among the 15 best-selling apps in the world.

In 8 years of honorable service, the flagship title of Ndemic Creations has allowed the developer to collect very interesting data on sales trends during times of health crisis.

In an official statement of January 23 of this year, Ndemic Creations states that whenever an outbreak of infectious disease has occurred in the world, they have seen an increase in players in Plague Inc., “as if people were trying to find out more about the spread and complexity of viral epidemics” citing the press release of Ndemic Creations.

And that’s precisely what happened in China during the COVID-19 outbreak. In January, Plague Inc. became the best-selling app in the country, even arousing the interest of the Chinese government, which then removed the title from the App Store in late February and from Steam in early March.

Beyond political, economic, and scientific issues, I asked myself what pushes users to look for this type of product during a health emergency. So I contacted two experts and asked them.

Andrea Fiacchi.

Andrea Fiacchi, psychologist and neuroscientist, and professor of UX writing and cognitive UX replies as follows:

“On the one hand, there is a need to keep anxiety in check and have the feeling of controlling an uncontrollable situation. On the other hand, having the idea of ​​being in command, that is, mastering knowledge that is less clear for others confirms the idea of ​​control and leads to implicit learning”.

“This model works for conspiracy theories too: I have the keys to a system that is obscure to many, and I bring everything to a clear scheme. Making it square lowers the anxiety we feel for a future whose directives we do not know”.

For those interested in an in-depth study on the issue in question, Dr. Fiacchi recommends Nassim Nicholas Taleb’s The Black Swan, which clarifies the dynamics that we implement in front of the uncontrollable.

Ilaria Agnese Nisi.

Ilaria Agnese Nisi, psychologist and UX specialist for a pay-per-view streaming platform, instead brings us a range of factors that could influence the decision to play Plague Inc.

Increased cognitive availability.

Cognitive availability is the phenomenon for which it is easier to make connections (especially mnemonics) with information we recently learned. As if a topic is more evident and more important to our eyes.

For example, a banner with the game or an article with the word “pandemic” attracts our attention and interests us, because we are more sensitive to the stimuli of this topic.

In the fruition of movies and books, we find the same effects. At this moment, we are looking for content about viruses and epidemics because we want to see and read them more.

Collective participation.

If I am playing, reading, or watching something whose theme is of collective interest, I feel more involved in what is happening, and at the same time, closer to others. Especially if I can’t have direct exchanges at this moment of social distancing.

Cathartic function.

Addressing a situation that creates fear in real life in a playful and safe context helps to exorcise fear, a bit like watching a horror film.

Some studies claim the production of zombie movies increases in times of uncertainty and social fear like these.

Exercise of control.

Since I have no control over what is happening outside, I am looking for a situation in a safe context that makes me feel that I am in control.

Besides, in Plague Inc., you play as a virus, so if you exterminate humanity, you have won, and you have no reason to feel guilty.

While when you lose, you tell yourself that it is not at all easy for there to be total extermination, so you feel a little more reassured. Losing a game is still a rewarding scenario.

Curiosity and edutainment.

Playing is also a light and rewarding way to deepen a theme. In this particular case, the game has a very realistic and informative line. The Centers for Disease Control and Prevention and other organizations have recognized Plague Inc. as a source of rather truthful information.

A real emergency.

As an Italian, I would like to remind you that we are experiencing a real and delicate health emergency. For this reason, I join the appeal of Ndemic Creations in reminding to their passionate users of Plague Inc., that the latter is only a product with ludo purposes.

In an attempt to further emphasize this message, Ndemic Creations has just revealed that they are developing a mode in which we can finally take on the role of humanity, trying to eradicate the plague. In the meantime, studying the reaction of states to the current pandemic, we will also find quarantine and social distancing among the new security measures adopted by humanity.

Besides, the developer recently donated $ 250,000 to the Coalition of Epidemic Preparedness Innovations (CEPI) and the World Health Organization’s COVID-19 Solidarity Response Fund.

I would like to thank Andrea Fiacchi and Ilaria Agnese Nisi (nicknamed Scourge of Madagascar for her remarkable results in the extermination of humanity on Plague Inc.) for their exhaustive and interesting answers.

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