SFZero is a highly innovative example of using the internet to effect change, transforming virtual interaction into real world interaction in socially, politically, or artistically relevant ways. The game is about engaging in progressively more interesting, difficult, and amusing activities that bring players into a new relationship with their real world environment. Players take an active role in creating the game as it progresses by designing new tasks and initiating events. Social networks organized around this uniquely participatory kind of play create lasting change in the lives of individual participants as well as in their larger social, cultural, and political universes.
SFZero, as it is now, covers a wide variety of topics and issues. Our goal is to allow anyone, anywhere, to create new games using the SFZero model to focus on specific topics and communities. Game-makers will be able to modify the online appearance, create and moderate the tasks, and set the scoring policies for their games. The non-narrative, open structure of the SFZero model means that these games can be organized around any subject, and for any audience. Drawing on our experience from SFZero, we will act as consultants to help individuals and organizations develop games that are effective in their purpose and fun for their participants.
We are not interested in using SFZero as a marketing tool. Rather, we believe the SFZero model, which encourages creativity, teamwork, and critical thinking, is best suited to educators and community organizations. We imagine, for example, helping a local organization set up a game to promote awareness of environmental issues, or a game based on the reconstruction efforts in New Orleans. These games would be structured to require direct action on the part of the players, as well as a careful reflection of the issues at hand.
SFZero has encouraged players to become active investigators and creators, rather than passive observers. We believe that games based on the SFZero model can engender an engagement with the issues that goes beyond the game itself and enters the daily lives of its participants in a truly transformative way.
Comments
more info on SFZero
I just wanted to add some links in case anyone is interested in reading up a bit more on SFZero.
games changing the real world
Sandra Dickinson
I am delighted to find SF0 here among the Net2 projects! I was first introduced to SF0 thru Jane McGonigal's doctoral dissertation. Jane is one of my heroes. The way she thinks about the power of multi-player games to impact the real world is a guiding principle for me. And of course, Jane says SF0 is doing it.
I have just spent quite a bit of time exploring your website, getting a deeper feel for the types of game tasks players have created. Like the quixotic Ivan -- I too am eager to hear an illustrative example of how you envision the SF0 platform transitions as a tool for nonprofits to use in service of social missions.
What do you see as the essential difference between what SF0 is now -- and what it needs to be for nonprofits to use it effectively? A little fuller explanation of that difference might make it easier to see what is worth paying to play. (there are plenty of games out there that millions of people feel are worth paying to play - but it is hard to go from free to fee without folks seeing the difference).
My own project, SElearninggames, has some basic principles in common with your proposal, and we share some of the same challenges. SElearninggames uses wiki and blog tools to create a space for social entrepreneurs to make an elearning game together. The game goal is to increase the real-world profitability of nonprofit earned income ventures - so that nonprofits can make more of their own money to support their social missions.
Because of what we have in common, your comments on my project would be very valuable to me. I hope you'll take a look. Thank you.
I <3 sf0
I only wish I lived in the Bay Area.
I would like a little more theory on how you think this could be applied/used by nonprofits or social change organizations...an example or two might help. In particular it might dispel any of those pedantic/dull ideas we as nonprofits might initially have when thinking about sf0. Your average ED might not get the situationist cues you're dropping.
That said, I'm a little confused about your sustainability/"marketing" section. You're proposing to charge subscription fees for participation? Won't this fundamentally alter the nature of the "game"? This seems like something that's inherent to the existing community, and I would be wary of strong community backlash, to the point of setting up alternative websites, if a mandatory fee were introduced. (You mention that it would be sliding-scale but don't say if that scale would go down to 0, or how it would be assessed.)
On the consulting end, is your vision to become the coolhunters of guerrilla marketing? So every new Nike shoe can have its own Ignignokt or Shepard Fairey campaign? Or is it something...well...less capitalist-exploitative? I can't really tell.
I really like this proposal, I think you just need to appeal a little more directly to the audience here.
--ivan (quixotic1.com/Genocide Intervention Network)
Out of the Bay and into our Hearts
I also am amazed with what SF0 can do, even far away from the Bay. From someone who has never even visited California, I want to say that this is a fantastic project, and I have seen that the young men who created this project continue to have so much energy and insight for it. What they want to do with it, what its possibilities are. It is a website so much about coaxing and tricking people to do fantastic things in the non-Web world.