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The player will have control over the rockets thrust and direction, as well as being able to activate guidance systems which can help keep the rocket on course. The rocket's flight will begin on the launchpad. Once a rocket is complete, the design can be saved and then taken to the second phase, the rocket flight. For example, empty fuel tanks and boosters can be separated to reduce weight, which will help increase speed.
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Designs can also include decouplers, which are parts that can be activated in flight to separate sections of the rocket which are not needed. These include fuel tanks, rocket engines, solid fuel boosters, parachutes, guidance systems and the command module itself. The first is the construction phase in which the player assembles the rocket from the available parts. Gameplay consists of two separate phases. In Sandbox mode all the parts are unlocked from the beginning. So, users are encouraged to complete contracts as efficiently as possible to maximize profits. In career mode, all the parts to build rockets and spaceplanes have a cost. The contracts can be as simple as flying to a certain altitude and testing a specific part, or can be more challenging and involve performing several tasks each having to meet some rigorous requirements. Throughout the game there are contracts the players can carry out in order to gain reputation, money, and additional science points outside of performing experiments. Players must also manage their space program's finances and reputation in career mode. Certain experiment containers can only collect Science from one biome at a time, but can be 'cleaned' when docked with a mobile processing lab and then reused.
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As of version 0.90 all planets and moons have multiple environments (biomes) that generate Science when experimented on. Science is available in finite amounts on each planet or moon meaning that there is always a reason to explore. Science must either be beamed back via communication equipment or recovered from vessels that have landed back on Kerbin. Kerbals can also gather science by recording crew and EVA reports or by collecting surface samples. Science is generated by conducting experiments with experiment parts. Additional parts are unlocked spending "Science" to progress along the technology tree. The player begins with a very limited selection of parts (no wings, large engines etc). Career An example of a rocket being built. There are currently two modes available: Career and Sandbox.
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KERBAL SPACE PROGRAM ONLINE PLAY FULL VERSION
The full version of the game was released on Apfor Windows, Mac, and Linux. The game entered Steam's early access program on March 20, 2013. The first public release of the game, version 0.7.3, was first released on June 24, 2011. These findings echo past scholarship on balancing the serious side and the gaming side of serious games but emphasize player traits and other psychological factors of the gaming experience.Kerbal Space Program is a game developed by Squad where players are given the ability to build and test rockets, exploration vehicles, and space planes of their own design. In addition to those direct effects, there were several indirect effects consistent with the communication mediation model. Finally, gaming continuance intention was positively related to experiential attitude (β = 0.68). Knowledge acquisition was positively related to game progress (β = 0.21) and positively predicted experiential attitude (β = 0.35) and instrumental attitude (β = 0.35) toward the game. Results of structural equation modeling showed that game progress was positively related to self-efficacy in computer gaming (β = 0.26) and ordinary science intelligence (β = 0.13). During a 4-h research session, 241 undergraduate students played through the game's tutorial missions and completed surveys to measure variables of interest. This study used the communication mediation model to examine the process and outcomes of playing serious games, in this case, the science-themed game, Kerbal Space Program. When designed well, serious games can support effective learning.
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