The weight loss game  APR 03 2014

2008 article by Clive Thompson on how Weight Watchers is like a RPG (role playing game).

Think about it. As with an RPG, you roll a virtual character, manage your inventory and resources, and try to achieve a goal. Weight Watchers' points function precisely like hit points; each bite of food does damage until you've used up your daily amount, so you sleep and start all over again. Play well and you level up -- by losing weight! And the more you play it, the more you discover interesting combinations of the rules that aren't apparent at first. Hey, if I eat a fruit-granola breakfast and an egg-and-romaine lunch, I'll have enough points to survive a greasy hamburger dinner for a treat!

Even the Weight Watchers web tool is amazingly gamelike. It has the poke-around-and-see-what-happens elegance you see in really good RPG game screens. Accidentally snack on a candy bar and ruin your meal plan for the day? No worries: Just go into the database and see what spells -- whoops, I mean foods -- you can still use with your remaining points.

And those 35 extra points you get every week? They're like a special buff or potion -- a last-ditch save when you're on the ropes.

It's funny how quaint this seems now...the quantified self and gamification of diet & health is everywhere now. (via @arainert)

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