Principles of Virology, Volume 2. S. Jane Flint

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the impact of the virus abated, epidemics have long-lasting economic ramifications: it has been estimated that the financial toll of this epidemic exceeded $1.6 billion, accelerating poverty, which, as estimated by one news organization, likely caused as many deaths as the outbreak itself.

      As the Ebola outbreak was resolving in Africa in 2015, a new viral epidemic was beginning in South America. The first confirmed case of Zika virus infection in the Americas was reported in northeast Brazil in May 2015, although phylogenetic studies indicated that the virus had been introduced as early as 2013.

      The stories above highlight some of the unique challenges, uncertainty, and urgency that face epidemiologists during an outbreak. The study of viruses can be likened to a set of con centric circles. The center comprises detailed analyses at the molecular level of the genome and the structures of viral particles and proteins that are crucial to understanding viral re production, and the biochemical consequences of interactions of viral and host cell proteins. How infection of individual cells affects the tissue in which the infected cells reside, and how that impacted tissue disturbs the biology of the host, de fine the landscape of the field of viral pathogenesis, in the next level (discussed in the following four chapters). But if a viral population is to survive, transmission must occur from an infected host to susceptible, uninfected ones. The study of infections of populations is the discipline of epidemiology, the cornerstone of public health research and response. Within this broad, outer circle, major areas of epidemiological research include outbreak investigation, disease transmission, surveillance, screening, biomonitoring, and public education.

       Incidence versus Prevalence

      Determining the number of infected individuals in a population is a primary goal of epidemiological studies. This information is required to establish both the incidence and the prevalence of infection. Incidence is defined as the number of new cases within a population in a specified period. Some epidemiologists use this term to determine the number of new cases in a community during a particular period, while others use incidence to indicate the number of new disease cases per unit of population per period. For example, the incidence of influenza can be stated as the number of reported cases in New York City per year or the number of new cases/1,000 people/year. Disease prevalence, on the other hand, is a measure of the number of infected individuals at one moment in time divided by an appropriate measure of the population. A highly infectious and lethal disease (such as the 1793 epidemic of yellow fever in Philadelphia) may have a high incidence but a low prevalence, because many of the infected individuals either died or cleared the infection. In contrast, a virus that can persist in a host for decades is likely to have high prevalence. An example of high prevalence is provided by hepatitis B virus; of the 300 million to 400 million people infected globally, one-third live in China, with 130 million carriers. For this reason, incidence is an in formative measure for acute or highly lethal infections, whereas prevalence is often used to describe long-lasting or persistent infections.

      DISCUSSION

       Video games model infectious-disease epidemics

      The hugely popular online video game World of Warcraft became a model for the transmission of viral infections. In 2005, a dungeon was added to the fantasy world in which players could confront a powerful creature called Hakkar. In his death throes, Hakkar hit foes with “corrupted blood,” infected with a virus that killed the virtual player. The infection was meant to affect only those in the immediate vicinity of Hakkar’s corpse, but the virus spread as players and their virtual pets traveled to other cities in the game. Within hours after the software update, a full-blown virtual epidemic ensued as millions of characters became infected.

      Although such games are meant only for entertainment, they do model disease spread in a mostly realistic manner. For example, as in real life, the spread of the virus in Hakkar’s blood depended on the ease of travel within the game, zoonotic transmission by pets, and transmission via asymptomatic carriers. Moreover, such games have a large number of participants, at one point more than 10 million for World of Warcraft, creating an excellent community for experimental study of infectious diseases. The players’ responses to dangerous situations approximated real-world reactions.

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