(FINANCIAL TIMES) - As the virus spread across the world and the authorities started imposing lockdowns, problems became obvious. There was resistance to the closure of religious services, few people were keen to postpone weddings and funerals could not wait. Young singles wanted to party. Many people disliked wearing masks. And parents were tearing their hair out as schools closed.
None of this is news. But it was news in 2008, when all these events occurred inside a simulation game, Superstruct, which 10,000 people played online, imagining how they would respond to a respiratory pandemic.
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