Skip to main content

Kerbal Space Program

Game

8 documents in the library are about Kerbal Space Program, from writers such as Take-Two Interactive, European Conference on Games Based Learning (ECGBL) and Extra Credits. Each has a summary and key insights with the page they come from.

Connections

Each row is a game or company named alongside Kerbal Space Program, each column a document, oldest first. A mark means that document names it. Select a row to see those documents.

Documents about Kerbal Space Program

Cover of Teaching the Solar System with a Video Game
Whitepaper9 pages

Teaching the Solar System with a Video Game

"Teaching the Solar System with a Video Game" presents Wentian, a Unity-based educational game designed to teach solar system astronomy by combining scientific accuracy with engaging gameplay grounded in game-based learning theory.

  • Wentian is a Unity-based educational game teaching solar system astronomy, built on a 1:10,000 km scale with NASA textures and Kepler's and Newton's laws for orbital motion.
  • The authors argue that existing tools (Universe Sandbox, Kerbal Space Program, NASA Eyes on the Solar System) each lack some combination of interactivity, structured objectives, or accessible content that Wentian aims to provide.
  • A user study with 13 participants, mostly males aged 20 to 30, found statistically significant positive feedback on all ten questionnaire items under one-sided binomial tests (p < 0.05).
European Conference on Games Based Learning (ECGBL)Sep 2025
Cover of Session: Cutting Through The Noise – How To Get Your Game Noticed In A Challenging Market. Markus...
20 min
PocketGamer.biz20 min

Session: Cutting Through The Noise – How To Get Your Game Noticed In A Challenging Market. Markus...

In a saturated gaming market where nearly 200,000 titles were released across major platforms last year, achieving visibility requires a shift from traditional, high-budget marketing toward creative, strategic, and audience-focused engagement.

  • With nearly 200,000 titles released across major platforms last year, developers must abandon traditional, high-budget advertising in favor of creative, audience-focused engagement strategies.
  • Marketing success is driven by platform-specific content, such as the technical community-building on Reddit seen with Kerbal Space Program or the viral, quirky short-form content used by Cult of the Lamb on TikTok.
  • Creative, low-budget campaigns—such as the puppet-themed marketing for Resident Evil Village—often outperform high-production-value trailers by prioritizing emotional resonance and humor.
PocketGamer.bizFeb 2025
Article

Why Educational Games Don’t Work on Steam

Educational games face significant commercial challenges on Steam, primarily because the platform’s demographic and environment are fundamentally misaligned with the needs of children and their parents.

  • Steam is an ineffective platform for educational games because its core audience does not align with the product, resulting in poor commercial performance for titles like 'Bluey: The Videogame' and a median revenue of only $827 for games tagged as 'Education'.
  • Successful educational game distribution requires choosing a platform where the target audience already congregates, such as the Scratch portal for school-aged children or proprietary platforms for parents seeking structured learning.
  • Building a proprietary educational platform allows for higher price points, such as the $12.99 monthly subscription model used by ABCMouse, which avoids the consumer pricing expectations and potential review-bombing associated with the Steam marketplace.
How To Market A GameDec 2023
Cover of Sons of the Forest: So Big It Broke Steam?
Article

Sons of the Forest: So Big It Broke Steam?

The late February 2023 gaming market was defined by a surge of high-performing PC debuts and the continued commercial dominance of major triple-A franchises.

  • Hogwarts Legacy dominated the global market with 12 million units sold and $850 million in revenue, leading download charts across PlayStation, Xbox, and the Epic Games Store.
  • Sons of the Forest achieved the year's second-largest Steam debut with 330,000 concurrent users, causing temporary storefront instability while maintaining an 88% positive rating.
  • Atomic Heart and Company of Heroes 3 saw moderate PC success with 38,500 and 36,600 concurrent users respectively, though the latter faced mixed reviews due to technical issues.
GameDiscoverCoFeb 2023
Cover of Take-Two Interactive Q3 Fiscal 2023 Conference Call
Financial report7 pages

Take-Two Interactive Q3 Fiscal 2023 Conference Call

Take-Two Interactive’s third quarter fiscal 2023 conference call outlines the company’s financial performance and strategic outlook amidst a challenging macroeconomic environment.

  • Take-Two Interactive lowered its full-year fiscal 2023 net bookings guidance to a range of $5.2 billion to $5.25 billion following a Q3 performance of $1.38 billion that missed internal expectations.
  • Recurrent consumer spending grew 117% year-over-year and now accounts for 78% of total net bookings, highlighting the company's heavy reliance on ongoing engagement within established titles like Grand Theft Auto V and Red Dead Redemption 2.
  • Digital channels dominate the company's revenue model, representing 95% of total net bookings and 69% of console game sales for the quarter ending December 31, 2022.
Take-Two InteractiveFeb 2023
Cover of Take-Two Interactive Q2 Fiscal 2023 Earnings Results
Financial report8 pages

Take-Two Interactive Q2 Fiscal 2023 Earnings Results

Take-Two Interactive’s second quarter fiscal 2023 earnings results highlight a period of significant corporate transition marked by the successful integration of Zynga and a focus on navigating macroeconomic headwinds.

  • Take-Two reported $1.5 billion in quarterly net bookings, supported by Grand Theft Auto V exceeding 170 million units sold and the launch of NBA 2K23.
  • Full-year fiscal 2023 net bookings guidance was revised downward to a range of $5.4 billion to $5.5 billion due to pipeline shifts, foreign exchange fluctuations, and mobile sector headwinds.
  • Recurrent consumer spending grew 76% year-over-year and now accounts for 80% of total net bookings.
Take-Two InteractiveNov 2022
Cover of Take-Two Revenue Reaches $857.8 Million in FQ2 2019
Article

Take-Two Revenue Reaches $857.8 Million in FQ2 2019

Take-Two Interactive experienced significant financial growth during the second fiscal quarter of 2019, which concluded on September 30.

  • Take-Two reported $857.8 million in net revenue for the second fiscal quarter of 2019, representing a 74% increase compared to the same period in 2018.
  • Net bookings reached $950 million for the quarter, a 63% year-on-year increase driven primarily by the launches of Borderlands 3 and NBA 2K20.
  • Digital sales generated $695.3 million, accounting for 73% of total net revenue and marking a 63% increase over the prior year.
Game World ObserverNov 2019
Cover of Games You Might Not Have Tried - ep 5 - Find New Games - Extra Credits
9 min
Extra Credits9 min

Games You Might Not Have Tried - ep 5 - Find New Games - Extra Credits

This overview highlights a curated selection of video games chosen for their novelty, innovative mechanics, and unique narrative approaches rather than traditional metrics of production quality.

  • Prioritizing creative risk-taking and unconventional design often yields more memorable and intellectually stimulating experiences than traditional high-production-value titles.
  • Thomas Was Alone demonstrates how simple mechanics can serve as effective narrative metaphors, while The Unfinished Swan highlights the value of aesthetic innovation.
  • Titles like Mark of the Ninja and FTL prove that refined genre-specific mechanics—such as stealth systems and roguelike structures—can define a game's success regardless of budget.
Extra CreditsMay 2013