Seann Dikkers, Eric Zimmerman, Kurt Squire, Constance Steinkuehler, et al. 2010

Real-Time Research is a new kind of on-the-spot scholarship. At a series of conferences, the authors of this book asked academics, educators, and designers to collaborate on short-term, improvisational research projects - usually completed within 48 hours. What they found out - by way of sock puppets, video interviews, and lots of critical game play - might just surprise you.

This book chronicles the adventures of the authors and the results of their Real-Time Research experiments in education, game design, and media studies. It also serves as a guide to let you conduct your own Real-Time Research. In an age where rapid interdisciplinary investigation matters more and more, Real-Time Research offers a fast-paced method for collaborating across disciplinary boundaries in order to ask important questions. And offers a glimpse into the playful minds of today's leading scholars in games and learning.

This work is licensed under a Creative Commons Attribution-NonCommercial-No Derivative Works 2.5 License

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“Real-Time Research gave me a crash course in good scientific practice – and got me thinking about game design in new ways. We often say that players and designers are like scientists: forming hypotheses, running experiments and gaining knowledge as a result. RTR surrounded me with smart people asking good questions in the right ways, and was a useful reminder that that’s how we make progress, whether in game design or in science.”
-Richard Lemarchand, Co-designer of Uncharted 2: Among Thieves

“My experience with the process provided a unique framing for the conference, but also in part inspired a real-world project. Real-Time Research is a great tool for extending the quick prototyping and iteration of design into the realm of research.”
-John Sharp, Professor, Savannah College of Art and Design

"RTR is sloppy, seat-of-your-pants, all-over-the-place research. And it's absolutely essential. Like prototyping for designers, it is an excellent way to test and iterate research in to get closer to the interesting questions (and possible answers) in the wild and constantly changing world of digital games and media."
-Colleen Macklin, Professor, Parson’s School of Design