NASA Releases 'NetworKing' Game

October 11, 2011 -

NASA has released an interactive educational video game today called NetworKing that its Space Communication and Navigation (SCaN) network operates. The release of the video game coincides with the close of World Space Week, Oct. 4-10. Developed by the Information Technology Office at NASA's Ames Research Center at Moffett Field, California, its developers say that NetworKing gives players an insider's perspective into how astronauts, mission controllers and scientists communicate during space missions.

"For any young person who ever dreamed of one day contributing to space missions, NetworKing lets players develop a kingdom of multiple space communication networks working together to support space missions," said Barbara Adde, policy and strategic communications director for SCaN at NASA Headquarters in Washington.

Players must "construct fast and efficient communication networks" by first establishing command stations around the world and accept clients conducting space missions, such as satellites and space telescopes. Resources are earned throughout the game as players continue to acquire more clients. Players can use accumulated resources to enhance and increase their networks' capabilities.

Players with the most integrated communications networks will have the ability to acquire more complex clients, such as the International Space Station, Hubble Space Telescope and the Kepler mission.

NetworKing is available to the public for play on the NASA 3D Resources website using an Internet browser. It can be downloaded and run on both PC and Mac. To play the NetworKing game, visit Nasa.gov. The 3D website also links visitors to the Station Spacewalk Interactive Game and the SCaN Interactive Demo that demonstrate the interaction between SCaN's ground-and-space facilities and NASA spacecraft.


Comments

Re: NASA Releases 'NetworKing' Game

There isn't actually a platform called "PC". It is a generic term with a fluid definition. You should instead specify that it runs on Windows and Mac OS X.

Re: NASA Releases 'NetworKing' Game

It's very educational, and I did enjoy it, but I wish they had actually made it possible to lose...

-Austin from Oregon

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ZippyDSMleeMechaCrash:Meh I've played more stuff that had pickups rather than set class's.03/06/2015 - 7:22pm
MechaCrashZarya's body type also has a pragmatic reason. Ever notice how in TF2, you can immediately tell who's who because they all have very different profiles? Same deal with Overwatch. If you see Zarya, you KNOW it's Zarya.03/06/2015 - 6:32pm
Adam802http://www.mercurynews.com/crime-courts/ci_27662192/leland-yee-case-judge-pushes-corruption-trial-august03/06/2015 - 6:12pm
ZippyDSMleeNearly anyway the new UT game has color at least. And wow they changed to C++ 0-o03/06/2015 - 5:43pm
ZippyDSMleeCraig R.: Same reason why UT99/04 and UT3 are diffrent, gritty is the thing to do...at least it was... nearly everyone else grew out of dark and gritty….03/06/2015 - 5:40pm
ZippyDSMleeI doubt each model of characters in COH/COV/CO,ect are kept as unique model data.03/06/2015 - 5:39pm
ZippyDSMleemodel shape.03/06/2015 - 5:38pm
ZippyDSMleeMonte:I think it’s more a part of the engine, yes its more work but you should be able to have some sort of physical collision system in place to keep arms and stuff from clipping. Outside of that the data stored is just number variables to change the m03/06/2015 - 5:38pm
Andrew EisenAt least she's smiling in one of the pics.03/06/2015 - 5:31pm
Craig R.It's like somebody took the color palette and decided that anything approaching 'bright' is unacceptable03/06/2015 - 5:30pm
Craig R.Scratching my head as to why DC shows are as dark and drab, color-wise, as the movies look to be03/06/2015 - 5:30pm
MonteIf for instance you make the character fat, you need to make sure the animation of the character moving his arms and gun around, won't result in them clipping into the character's larger stomach03/06/2015 - 5:22pm
Monte@zippy, I imagine creating customizabel, vastly different body types would add a lot more complexity. Like making sure the character's animation still looks right. It can be done, but it can get complicated03/06/2015 - 5:19pm
Andrew EisenSupergirl TV costume: http://www.ign.com/articles/2015/03/06/first-photos-of-supergirl-revealed03/06/2015 - 4:49pm
prh99I think it probably far easier to add a character than strip a feature from game engine that was baked in from the start.03/06/2015 - 4:45pm
Andrew EisenAs I've said twice already, yes, strides in one area do not absolve anyone from criticism over where else they're falling short.03/06/2015 - 3:04pm
ZippyDSMleeI know I know one thing is not the other. Still worth nagging about.I still do not see why they do not put in body sliders and elt people make thier own body types....I'd do fat/pudgy or chibi befor I do ultra generic prefect body......03/06/2015 - 2:59pm
Andrew EisenAgain, yes, it's dumb that there's no offline mode and that's certainly something worthy of criticism but that does not make any positive moves Blizzard makes any less positive. A bummer that the issue that's more important to you wasn't addressed? Sure.03/06/2015 - 2:46pm
ZippyDSMleeBut...but... but my butthurt!!111 LOL :P03/06/2015 - 2:45pm
 

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