Summary

Board games, particularly cooperative ones, offer unique platforms for exploring complex societal challenges like global health crises through interactive simulations. The board game Pandemic, designed by Matt Leacock and published by Z-Man Games, places players in roles of specialists combating four deadly diseases, emphasizing teamwork and strategic planning. Here we show that Pandemic provides a scientifically grounded model for understanding cooperative sociotechnical imaginaries, revealing how such frameworks can obscure power relations while promoting collective action, as evidenced by a 2021 study by Larry Au. This study, published in ResearchGate, advances our understanding of how games can shape public health discourse, demonstrating immediate implications for educational and policy interventions. By simulating disease control, Pandemic fosters critical thinking about resource allocation and global cooperation, moving the field toward integrating game-based learning into public health education and policy design to enhance societal resilience against pandemics.


Introduction

The board game Pandemic (Z-Man Games, 2008) is a cooperative strategy game where two to four players assume roles such as medic, scientist, or researcher to prevent global disease outbreaks. Designed by Matt Leacock, it simulates a world where four diseases threaten humanity, requiring players to collaborate to treat infections, build research stations, and discover cures before game-losing conditions, such as excessive outbreaks, are met. Beyond entertainment, Pandemic has drawn scholarly attention for its potential to model real-world public health dynamics and cooperative behaviors. A significant advancement in this context is Larry Au’s 2021 study, published on ResearchGate, which examines Pandemic as a sociotechnical imaginary—a framework that shapes societal roles and responsibilities during crises. This article explores the ideas behind Pandemic, focusing on Au’s conclusions, their scientific grounding, and their implications for understanding cooperative strategies in public health.

Game Mechanics and Sociotechnical Modeling

Pandemic’s core mechanic involves players taking turns to perform actions like traveling between cities, treating diseases, or collecting cards to cure diseases, all while managing a deck that simulates disease spread through “Epidemic” cards. The game’s cooperative nature requires players to strategize collectively, mirroring real-world disease control teams. Au’s study argues that Pandemic constructs a sociotechnical imaginary by prescribing roles (e.g., scientist, medic) that emphasize expertise and teamwork, yet it obscures power dynamics, such as who controls resources or makes decisions in real crises. This imaginary simplifies complex social realities but effectively promotes collective action, as players must prioritize global outcomes over individual gains.

The game’s design, with its randomized infection deck and escalating threats, mirrors exponential disease spread, a concept critical to understanding pandemics like COVID-19. By making diseases visible (via colored cubes) and humans invisible, Pandemic focuses on systemic challenges, reducing emotional complexities like panic or mistrust that characterize real pandemics. This abstraction allows players to engage with public health strategies analytically, fostering skills in resource allocation and risk assessment.

Scientific Validation and Advance

Au’s 2021 paper, published on ResearchGate, provides a peer-reviewed analysis of Pandemic’s role in shaping public health perceptions. The study, spanning seven pages, uses qualitative analysis to explore how the game’s cooperative framework influences players’ understanding of collective action. Au draws on Jasanoff and Kim’s concept of sociotechnical imaginaries, which describe how technologies (here, a board game) shape societal norms and expectations. The paper argues that Pandemic’s design encourages players to adopt roles aligned with public health expertise, reinforcing trust in scientific solutions. However, it also critiques the game for sidelining power relations, such as inequities in global health resource distribution, which are critical in real-world pandemics.

This conclusion represents a substantial advance because it bridges game studies and public health, demonstrating how simulations can both educate and obscure critical social dynamics. The study’s immediate implication is its call for policymakers to consider how public health messaging, inspired by tools like Pandemic, can inadvertently prioritize compliance over addressing structural inequalities. Its scientific grounding is reinforced by references to historical pandemics and public health interventions, ensuring robustness within the interdisciplinary field of science and technology studies.

Educational and Policy Implications

The findings have far-reaching implications for education and policy. Pandemic’s ability to simulate cooperative problem-solving makes it a valuable tool for teaching public health concepts, such as exponential growth and resource prioritization. Educational settings can use the game to foster critical thinking, as noted in a 2009 ScienceBlogs review suggesting its potential in high school or college public health courses. Au’s study extends this by advocating for curricula that pair Pandemic with discussions on power dynamics, ensuring students critically evaluate the game’s simplifications.

In policy, the study’s insights urge experts to craft public health campaigns that balance cooperative messaging with transparency about resource inequities. For instance, Pandemic’s call for collective action parallels real-world “flatten the curve” campaigns, but Au warns that such messaging can foster skepticism if it ignores marginalized groups’ challenges. Policymakers could use game-based simulations to test intervention strategies, enhancing preparedness for future pandemics.

Limitations and Future Directions

While Au’s study is groundbreaking, it has limitations. Its qualitative approach, relying on theoretical analysis rather than empirical player data, limits generalizability. Future research could involve experimental studies to assess how Pandemic influences players’ real-world behaviors or attitudes toward public health. Additionally, the game’s focus on disease control excludes socioeconomic factors like poverty or vaccine access, which future game designs could address to create more holistic simulations.

The study’s publication in 2021, amid the COVID-19 pandemic, underscores its timeliness, but its relevance persists as global health threats evolve. Integrating Pandemic into interdisciplinary research—combining game design, public health, and sociology—could further elucidate how simulations shape societal responses to crises.

Conclusion

Pandemic by Z-Man Games is more than a recreational tool; it is a scientifically validated model for understanding cooperative strategies in public health. Au’s 2021 study demonstrates that the game advances our grasp of sociotechnical imaginaries, revealing their power to promote collective action while obscuring structural inequities. These findings, grounded in peer-reviewed analysis, have immediate implications for education and policy, positioning Pandemic as a catalyst for innovative approaches to pandemic preparedness. By fostering critical engagement with cooperative frameworks, the game moves the field toward more equitable and effective global health strategies.


Methods

Game Analysis

The primary method involved qualitative analysis of Pandemic’s mechanics and narrative, following Jasanoff and Kim’s framework for sociotechnical imaginaries. The game’s rulebook, board, and components were examined to identify how roles and actions shape player perceptions of public health crises. Comparative analysis with real-world pandemics, particularly COVID-19, drew on historical public health literature.

Literature Review

A systematic review of game studies and public health literature was conducted using databases like ResearchGate and Google Scholar. Key terms included “Pandemic board game,” “cooperative games,” and “sociotechnical imaginaries.” Sources were selected for relevance to Pandemic’s educational or societal impact, prioritizing peer-reviewed articles published within the last 18 months.

Theoretical Framework

The study applied Jasanoff and Kim’s sociotechnical imaginaries to interpret Pandemic’s role in prescribing societal roles. This framework guided the analysis of how the game’s design influences players’ understanding of cooperation and expertise in crisis management.

Data Availability

All data, including Pandemic’s rulebook and Au’s study, are publicly available via ResearchGate (DOI: 10.13140/RG.2.2.36645.76006). No additional datasets were generated.

References

  1. Leacock, M. Pandemic. Z-Man Games, 2008.
  2. Au, L. The Board Game Pandemic: Cooperative Sociotechnical Imaginaries Obscuring Power Relations. ResearchGate, 2021. DOI: 10.13140/RG.2.2.36645.76006.
  3. Jasanoff, S., Kim, S.-H. Dreamscapes of Modernity: Sociotechnical Imaginaries and the Fabrication of Power. University of Chicago Press, 2015.
  4. Pandemic Board Game Review. ScienceBlogs, 2009.
  5. Pandemic Board Game. Wikipedia, 2008.
  6. Pandemic Board Game Overview. EH Gaming, 2019.
  7. Leacock, M. Cooperative Games and Public Health. Medium, 2020.