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SFZero

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39:. SFZero players earn points by completing a wide variety of different tasks, often with a focus on creativity, exploration, community, or performance. Although the game was originally intended for San Francisco residents, its player base has expanded to include many other locales both in and outside of America. 86:
An investigation of guilt and innocence played out across the streets (zones of desire and exchange) of San Francisco. You are a prosecutor, a private eye, a witness, collecting evidence, not knowing who you can trust, betraying your friends (enemies) to build your case. Pursue a thread of desire
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Each group has its own goals, interests, and an archive of group tasks. Although SFZero encourages collaboration amongst all players, and many tasks require it as such, it also allows for competition amongst individuals, locales, teams, and groups. It is possible to declare other players both as
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In the early game, players were required to align with a group upon starting the game. This requirement was later lifted. Currently, players can complete tasks from any group, and can choose to be listed as a member of any group from which they have completed tasks.
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in a non-tipping industry or creating a local urban legend. Players are assigned points based on votes from the community. SF0 features over 130 active tasks, with more than 1200 having been retired, and some 2500 suggested.
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SFZero is the creation of Ian Kizu-Blair, Sam Lavigne and Sean Mahan of Playtime Antiboredom, a "nonprofit organization dedicated to producing free immersive art games that use new technologies in significant ways."
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The game also features Events in which players from all SF0 groups are invited to participate in a mass task. For example, the description for the event "The Sweet Cheat Gone" reads:
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An analysis of productive user contributions in digital media applications for museums and cultural heritage
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Tasks are created by the players, then performed by other players or groups of players, such as
36: 134: 8: 387:"Experiential documentation in pervasive performance: the democratization of the archive" 344: 414: 356: 329: 298: 167: 418: 406: 360: 286: 276: 249: 240:. Advances in Multimedia and Interactive Technologies. IGI Global. pp. 175–192. 153: 97: 245: 398: 352: 325: 241: 402: 102: 147: 70: 432: 410: 290: 32: 16: 270: 272:
Building better universities : strategies, spaces, technologies
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that takes you to imaginary crime scenes beneath the skyline.
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International Journal of Performance Arts and Digital Media
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Ruggiero, Dana, ed. (2014). "Emergently-Persuasive Games".
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Stenros, Jaakko; Montola, Markus; Mäyrä, Frans (2009),
342: 237:Cases on the Societal Effects of Persuasive Games 212: 430: 189:"Collaborative gaming takes to the streets" 303:: CS1 maint: location missing publisher ( 31:is a web-based community game invented in 132: 233: 186: 317: 431: 324:(Thesis). Bauhaus-Universität Weimar. 119: 113: 384: 145: 268: 149:Chapter 8: Co-Creating with Visitors 13: 357:10.1016/b978-0-12-374853-9.00013-1 345:"Pervasive Games in Media Culture" 330:10.25643/bauhaus-universitaet.1442 15: 14: 460: 204: 246:10.4018/978-1-4666-6206-3.ch009 187:Terdiman, Daniel (2006-04-14). 378: 351:, Elsevier, pp. 257–278, 336: 311: 262: 227: 133:Blitstein, Ryan (2006-05-31). 1: 220: 120:Berton, Justin (2007-11-10). 403:10.1080/14794713.2014.912503 7: 385:PĂ©rez, Elena (2014-01-02). 91: 46: 10: 465: 77: 51: 444:Culture of San Francisco 64: 439:Alternate reality games 61:'friend' and as 'foe'. 318:Wieneke, Lars (2009). 89: 37:alternate reality game 21: 84: 19: 146:Simon, Nina (2010). 114:Additional Coverage 269:Boys, Jos (2015). 35:. It is a type of 22: 282:978-0-415-85931-8 255:978-1-4666-6206-3 98:Cacophony Society 456: 423: 422: 382: 376: 375: 374: 373: 340: 334: 333: 315: 309: 308: 302: 294: 266: 260: 259: 231: 216: 215: 213:Official website 200: 195:. Archived from 183: 177: 173: 171: 163: 142: 135:"More Than Zero" 129: 464: 463: 459: 458: 457: 455: 454: 453: 449:Psychogeography 429: 428: 427: 426: 383: 379: 371: 369: 367: 349:Pervasive Games 341: 337: 316: 312: 296: 295: 283: 267: 263: 256: 232: 228: 223: 211: 210: 207: 175: 174: 165: 164: 160: 116: 103:Psychogeography 94: 80: 67: 54: 49: 12: 11: 5: 462: 452: 451: 446: 441: 425: 424: 377: 365: 335: 310: 281: 261: 254: 225: 224: 222: 219: 218: 217: 206: 205:External links 203: 202: 201: 199:on 2006-07-10. 184: 176:|website= 159:978-0615346502 158: 152:. Museum 2.0. 143: 130: 115: 112: 111: 110: 105: 100: 93: 90: 79: 76: 66: 63: 53: 50: 48: 45: 9: 6: 4: 3: 2: 461: 450: 447: 445: 442: 440: 437: 436: 434: 420: 416: 412: 408: 404: 400: 396: 392: 388: 381: 368: 366:9780123748539 362: 358: 354: 350: 346: 339: 331: 327: 323: 322: 314: 306: 300: 292: 288: 284: 278: 274: 273: 265: 257: 251: 247: 243: 239: 238: 230: 226: 214: 209: 208: 198: 194: 193:CNET News.com 190: 185: 181: 169: 161: 155: 151: 150: 144: 140: 136: 131: 127: 123: 118: 117: 109: 106: 104: 101: 99: 96: 95: 88: 83: 75: 72: 62: 58: 44: 40: 38: 34: 33:San Francisco 30: 26: 18: 397:(1): 77–90. 394: 390: 380: 370:, retrieved 348: 338: 320: 313: 275:. New York. 271: 264: 236: 229: 197:the original 192: 148: 138: 125: 85: 81: 68: 59: 55: 41: 28: 24: 23: 433:Categories 372:2022-07-06 221:References 419:191603944 411:1479-4713 299:cite book 291:881029240 178:ignored ( 168:cite book 139:SFWeekly 92:See also 47:Gameplay 20:SF0 logo 71:tipping 417:  409:  363:  289:  279:  252:  156:  126:SFGATE 108:DĂ©rive 78:Events 52:Groups 25:SFZero 415:S2CID 65:Tasks 407:ISSN 361:ISBN 305:link 287:OCLC 277:ISBN 250:ISBN 180:help 154:ISBN 399:doi 353:doi 326:doi 242:doi 29:SF0 27:or 435:: 413:. 405:. 395:10 393:. 389:. 359:, 347:, 301:}} 297:{{ 285:. 248:. 191:. 172:: 170:}} 166:{{ 137:. 124:. 421:. 401:: 355:: 332:. 328:: 307:) 293:. 258:. 244:: 182:) 162:. 141:. 128:.

Index

SF0 logo
San Francisco
alternate reality game
tipping
Cacophony Society
Psychogeography
DĂ©rive
"Flash mob 2.0: Urban playground movement invites participation"
"More Than Zero"
Chapter 8: Co-Creating with Visitors
ISBN
978-0615346502
cite book
help
"Collaborative gaming takes to the streets"
the original
Official website
Cases on the Societal Effects of Persuasive Games
doi
10.4018/978-1-4666-6206-3.ch009
ISBN
978-1-4666-6206-3
Building better universities : strategies, spaces, technologies
ISBN
978-0-415-85931-8
OCLC
881029240
cite book
link
An analysis of productive user contributions in digital media applications for museums and cultural heritage

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