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Why gamers are a great fit at the gym

Author: 1 от 17-10-2011, 13:06
(CNN) -- They've been trained to focus for weeks at a time on a single goal. They know how to clearly identify obstacles and form step-by-step plans to overcome them.

They're obsessed with improving specific skills but judge success only by overall progress made in the world they've decided to conquer -- as realistic or fantastical as it may be.

It's precisely these traits that make video-gamers great bodybuilders.

Take a moment to laugh, if you must. Now hear us out.

Brian Wang and Dick Talens were the stereotypical video-gamers in high school. One was scrawny, the other fat. They grew up playing marathon sessions of "EverQuest" and "Counter-Strike."

"I literally would wake up and play all day, eating intermittently," Talens said. "OK, when I say intermittently, I mean eating a lot." But by the time the men met at the University of Pennsylvania in 2004, they had traded an obsession with video gaming for an obsession with weight-lifting. As they shared stories at the gym, they realized their healthy transformation had been easier for them than for most.

Why? Because they were -- and would always be -- gamers.

"People don't realize that video games are an expression of personality," Talens said. "There's certain qualities that people have. They're obsessed with improving the stat sheets, getting to the next level; they pay a lot of attention to detail. Guys who play ('World of Warcraft') ... are very intense about whatever they do. They can turn that addiction and all its characteristics into fitness."

It's a theory they're taking to the bank. Talens and Wang are the co-founders of Fitocracy, a website that's turning gaming geeks into fitness geeks. The site has 70,000 users in its beta version and hopes to open to the 60,000 on a waiting list in the next couple months.

Fitocracy members can "level up" by earning points for their workouts. New levels unlock special challenges or "quests" that are designed to push users out of their comfort zones. For example, a runner might have to do yoga, or a bodybuilder might have to tackle a 5K. Still, one has to wonder: What would make a virtual warrior trade in his sword and shield for a pair of dumbbells? The same thing that got him interested in playing video games in the first place, Dr. Scott Rigby says.

Rigby and Dr. Richard Ryan are co-authors of the book "Glued to Games: How Video Games Draw Us In and Hold Us Spellbound." As experts on human motivation, they have identified basic psychological needs -- similar to physical needs like food, water and sleep -- that video games satisfy.

First, Ryan says, is the need to feel competent. In real life, you get the chance to "level up" only once every couple years: like when you earn a promotion at work or get married. In games, you always know what you have to do to get to the next level.

"In video games, you're constantly getting information about your achievements and (learning) how to do things better," Ryan says. "There's an opportunity to develop a mastery that's very much a key motivator."

That translates well to fitness, where tracking your accomplishments enables you to progress quicker. You know you've improved when you run an extra mile or dead lift another 50 pounds. A second motivator in video games is the feeling of freedom and autonomy, Rigby says. People like to know they have control over their future. In video games, you can choose your path, the skills you want to improve, even your outfit. Making the same choices in your fitness regimen helps you feel empowered.

Young women are 'power users' of social media sites

Author: 1 от 30-08-2011, 11:16
(CNN) -- People keep on flocking to sites like Facebook and Twitter, and young women are leading the way.

The percentage of Internet users who are on social-networking sites continues to climb, according to a survey released Friday by the Pew Internet & American Life Project.

In fact, it has doubled in the past three years, the report says, from about 29% in 2008 to 65% this year.

This year's Pew report also marks the first time that more than 50% of adults surveyed (Web users and nonusers) use social networking.

In February 2005, 5% of adults told Pew they used social media.

The report calls young adult women the "power users" of social-media sites.

About 89% of online women from 18-29 years old are on the sites and 69% of them say they tend to log onto social media every day.

Overall, 69% of women on the Web said they use social networking, compared to 60% of all men.

Pew said women have been "significantly more likely" to be on social sites than men since 2009.

Only search engines and e-mail remained more popular than social media among Web users, according to the survey

In one question, Pew asked people who have used social-networking to give a one-word description of their experiences.
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