

Objectives: An empirical study is carried out based on Plague, Inc. I suggest that analyzing the game’s mechanics, narrative, and materiality, on the one hand, gives us a way to understand how the biopolitics of outbreak narratives work on the other hand, we come to see the way the game also inculcates an acceptance of the biosecurity apparatus’ regulating biopolitics. participates in the reinscription of anxieties relating to a bio-apocalypse and of the desire for the biogovermental process to control it.

Within this framework, I explore how Plague Inc.’s narrative content and interactive functions hover somewhere between science fiction and science fact. This digital mutation of the outbreak narrative speaks to the implications of mobile technologies in the apperception and expansion of biosecurity and biopolitical regulation. In this article, I examine the epidemiological images and structures in Plague Inc., suggesting that what Priscilla Wald has characterized as the “outbreak narrative” becomes reconfigured by the fictionalization of biosecurity in the biomedical imaginary according to the mobile game’s media specificity. The game’s premise is simple: create a pathogen to kill every human on the planet. climbed to the top of Apple’s App Store, effectively ending the ever-popular Angry Birds’ reign as the top-selling iPhone game.
