Abstract:This article reports on an unconventional collaborative event called Real-Time Research, a project that brought 25 participants together from radically divergent fields for a playful and somewhat improvisational investigation of what it means to do games and learning research. RealTime Research took the form of a two-part workshop session at the 'Games, Learning & Society' (GLS) conference during the summer of 2008, in which attendees collaboratively designed and then conducted five research experiments that t… Show more
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