Patient zero real life game
With no definitive evidence, debate has raged among experts since the start of the pandemic almost two years ago over the origin of the virus. Worobey was one of the 15 or so experts who in mid-May published a column in Science demanding serious consideration of the thesis that the virus had leaked from a laboratory in Wuhan. In this latest article, however, he argued that his research into the origin of the outbreak "provides strong evidence of a live-animal market origin of the pandemic.
One criticism of the market theory was that because health authorities raised the alert about cases of a suspicious disease linked to the market as early as December 30, , that would have introduced a bias that led to the identification of more cases there than elsewhere, since attention had already been drawn to it. To counter that argument, Worobey analyzed cases reported by two hospitals before the alert was raised.
Those cases were also largely linked to the market, and those which were not were nevertheless geographically concentrated around it. Another criticism of the theory was based on the fact that the first case identified was unrelated to the market. But while the WHO report claimed the man originally identified as patient zero had been ill from December 8, he actually was not sick until December 16, according to Worobey.
That deduction was based on a video interview he found, from a case described in a scientific article and from a hospital medical record that matched the year-old man. Custom accessibility controls giving users granular control that best fits their setting and personal needs. Patient Zero. Patient Zero Save your country. Save the world. The concept for this simulation was developed at the Harvard Kennedy School by Christopher Robichaud to help students understand what it is like to be a leader in times of true chaos.
Beginning in August , our team began working closely with the author, and a roster of design partners, to transform the paper-based version into what turned out to be an eerily topical digital experience. Promotional trailer used across social media channels. To develop new capabilities within our Higher Education business unit enabling our simulations to feel deeply immersive and more inclusive.
Start screen animation conveys the cinematic, gaming experience that awaits students. Working with them gave us access to a commercial film director, script writers, editors, sound designers, animators and a wide range of post-production expertise. In addition to providing the vision and guidance for their work, I was deeply involved in ensuring what the team produced integrated seamlessly with the codebase Forio —our long-term simulation partner—was developing.
With so many moving parts, and managing teams across three timezones in Boston, San Francisco and Germany, the pace was extremely fast-paced. Four days, six wall-sized whiteboards, and many chocolate pretzels later, we emerged with a set of mobile-first prototypes to test with our target audience. Throughout the workshops, we brought in stakeholders from across the organization to ensure Patient Zero could launch immediately in both the Higher Education and Corporate Learning markets.
Once we validated this foundational work with our target audience, we began exploring how to craft a student interface to reflect the experience of operating as a high-level, governmental decision maker during a zombie pandemic. The screenshots featured here were created in partnership with Gabe Flavin who served as the Art Director for the interface and animation concepts. After exploring several directions, we decided on a spy theme to heighten the overall suspense.
This allowed us to play off the elements of governmental secrecy in the content, and this motif struck the perfect balance of tension and engagement we were after. Students create a fictional country as part of team-building.
The application runs in full-screen with video backgrounds and audio loops which all serve to continuously pull students along. This result is a truly immersive experience and a heightened sense of urgency around participation and team dynamics.
From digital dice rolls , video montages and cinemagraphs , to country generation animations , page transitions and type-on effects , there are many tightly crafted elements of motion design which add a polish to the entire experience. We employed a mix of veteran actors and high-quality, commercial news elements to provide polish and authenticity. To build tension over the course of the playing the game, we subtly toned the background elements students encounter as they progress through the five events—darkening and adding a green cast to images as the content becomes more intense.
You can see examples of this below working top to bottom :. During post-production, we also added a range of sound effects, filters and transitions to help reinforce the intimacy and darkness of the world where students were immersed.
Starting with the early months of , things got weird.
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