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Pandemic influenza (flu, sometimes called "panflu") is considered one of the most difficult global threats.
Pandemic influenza (flu, sometimes called "panflu") is considered one of the most difficult global threats.


One of the difficulties is how to work together. The WHO appeals to member states because it's an aggregate of them. But other than through recommendations, there doesn't seem to be a mechanism for global, deep, fast cooperation, of the kind that is not both for preparation and response.
One of the difficulties is how to work together. The WHO appeals to member states because it's an aggregate of them. But other than through recommendations and paper plans, and the repetition of "we're not ready", there doesn't seem to be a mechanism for global, deep, fast cooperation, of the kind that is needed both for preparation and response.


Maybe taking it as a game would provide some useful insights?
Maybe taking it as a game would provide some useful insights?
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Let's say the world population is 7000 times a million people. What if each gamer, or team, looks at "their million" and makes sure they are able to do NPI (non pharmaceutical interventions, such as timely and appropriate school closure, etc) and supplies of vital goods and services (such as described in http://www.resiliencemaps.org which btw has a specific panflu proposal for your evaluation)?
Let's say the world population is 7000 times a million people. What if each gamer, or team, looks at "their million" and makes sure they are able to do NPI (non pharmaceutical interventions, such as timely and appropriate school closure, etc) and supplies of vital goods and services (such as described in http://www.resiliencemaps.org which btw has a specific panflu proposal for your evaluation)?


We win if and only more and more of us, and eventually all humans, win. Say the virus starts of with bad fangs: "I can kill 5% of those I infect, and I can infect 30% of you all". Say we collectively decide "hey, no, less than 0.5% and less than 10%", and then help each other do just that. Is that, to use Jane Mcgonigal's book "Reality is broken" phrase, epic enough?
We win if and only more and more of us, and eventually all humans, win.
 
Say the virus starts of with nasty fangs: "I can kill 5% of those I infect, and I can infect 30% of you all". (1% and 30% might be "bad enough". These figures are used because the biology says it's possible, and for clarity.)
 
Say we then collectively decide "hey, no, less than 0.5% and less than 10%", and then help each other do just that. Is that, to use Jane Mcgonigal's book "Reality is broken" phrase, epic enough?


Our challenge here, of course, is to design that game. And so it begins...
Our challenge here, of course, is to design that game. And so it begins...

Revision as of 18:55, 6 January 2018

Pandemic influenza (flu, sometimes called "panflu") is considered one of the most difficult global threats.

One of the difficulties is how to work together. The WHO appeals to member states because it's an aggregate of them. But other than through recommendations and paper plans, and the repetition of "we're not ready", there doesn't seem to be a mechanism for global, deep, fast cooperation, of the kind that is needed both for preparation and response.

Maybe taking it as a game would provide some useful insights?

Let's say the world population is 7000 times a million people. What if each gamer, or team, looks at "their million" and makes sure they are able to do NPI (non pharmaceutical interventions, such as timely and appropriate school closure, etc) and supplies of vital goods and services (such as described in http://www.resiliencemaps.org which btw has a specific panflu proposal for your evaluation)?

We win if and only more and more of us, and eventually all humans, win.

Say the virus starts of with nasty fangs: "I can kill 5% of those I infect, and I can infect 30% of you all". (1% and 30% might be "bad enough". These figures are used because the biology says it's possible, and for clarity.)

Say we then collectively decide "hey, no, less than 0.5% and less than 10%", and then help each other do just that. Is that, to use Jane Mcgonigal's book "Reality is broken" phrase, epic enough?

Our challenge here, of course, is to design that game. And so it begins...

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