The world of board games has embraced the complex realm of viruses and bacteria, offering players unique insights into disease dynamics. Two notable games, “You Make Me Sick” and “Plague Inc.: The Board Game,” combine entertainment with educational value about epidemiology and public health awareness.
Key Takeaways:
- “You Make Me Sick” focuses on 11 common diseases and teaches about immune systems
- “Plague Inc.: The Board Game” simulates pandemic scenarios with various pathogen types
- Both games serve as tools for public health education
- The popularity of these games surged during COVID-19
- “Plague Inc.” has been downloaded over 160 million times
Battling Diseases Through Play: “You Make Me Sick” Board Game
“You Make Me Sick” is an educational board game that delves into the world of common diseases. Designed for players aged 10 and above, it accommodates 2-4 players and typically lasts 45-60 minutes. The game’s primary focus is to teach players about the immune system, vaccines, antibiotics, and disease prevention.
In 2020, the game was updated to include information about COVID-19, making it particularly relevant in today’s context. The game package includes a printable game file, a Teacher Guide with reflection activities, and a How-To-Play video, making it an excellent resource for both home and classroom use.

Pandemic Simulation: “Plague Inc.: The Board Game”
Based on the popular video game, “Plague Inc.: The Board Game” was brought to life through a successful Kickstarter campaign, raising an impressive $355,000. In this game, players take on the role of creating and evolving a pathogen with the goal of spreading a global pandemic.
The game offers multiple modes of play, including Casual, Normal, Brutal, and Mega Brutal, catering to different skill levels and preferences. Players can choose from various pathogen types, such as:
- Bacteria
- Virus
- Fungus
- Parasite
- Prion
- Nano-virus
- Bio-weapon
Each pathogen type presents unique challenges and strategies. The game’s objectives vary, from infecting and eliminating the world population to more exotic goals like enslaving humanity with the ‘Neurax Worm’ or creating zombies with the ‘Necroa Virus’.
Educational Impact and Public Health Awareness
Both “You Make Me Sick” and “Plague Inc.: The Board Game” serve as powerful educational tools for public health awareness. While “You Make Me Sick” focuses on teaching about the immune system and disease prevention, “Plague Inc.” uses a realistic epidemic model to simulate disease spread and severity.
The educational potential of “Plague Inc.” was recognized by health professionals, leading to the game’s developer being invited to speak at the Centers for Disease Control and Prevention (CDC) about the game’s capacity to inform and educate on epidemiology. These games offer a unique approach to learning about disease transmission and prevention strategies, making complex topics more accessible to the general public.
Global Popularity and COVID-19 Impact
The popularity of these games, particularly “Plague Inc.,” has been remarkable. As of April 2019, the board game version had sold over 35,000 copies. However, it’s the digital version that truly showcases its global impact. By May 2021, the video game had been downloaded more than 160 million times.
The COVID-19 pandemic led to a surge in the game’s popularity, propelling it to become the top-selling app globally. Its success wasn’t new, though. In 2012, it was the 15th most downloaded paid iPhone game in the U.S., and by 2014, it had climbed to the 3rd best-selling iPhone game in the country.
Interestingly, the game’s popularity wasn’t without controversy. In February 2020, it was removed from the Chinese App Store due to concerns about “illegal content,” highlighting the sensitive nature of pandemic-related media during a real global health crisis.
These games about viruses and bacteria have not only entertained millions but also served as unconventional yet effective platforms for public health education. Their success demonstrates the power of gamification in making complex scientific concepts more approachable and engaging for the general public.
Sources:
TPIE
Wikipedia
Think Global Health
Pandemic Game Gone Viral