The ancient game of Go is traditionally played by two opposing players (black and white) who take turns laying stones on a board of up to 19x19 squares. The stones can be laid so they eventually encircle stones of the opposing colour, thereby capturing territory and stones. Go has been the inspiration for Go*Team which has been developed as a web-based application for two or more teams; each team with a number of players. Go*Team emulates some of the issues that a Network Centric (NC) environment might bring and consequently allows investigation of issues such as situation awareness. It is designed to ensure that there are cooperation and competitive pressures on players. Individual players in a team have their own local view of the game consisting of a Go*Team board showing the positions of their own stones plus any stones of the opposing team that are closer to their stones than those of any other player on their team. To play successfully, players need information from their team-mates. The form of communication between team members therefore affects performance, particularly in distributed teams but communication from others may or may not be accurate, and may not be interpreted correctly. This paper discusses the use of Go*Team for exploring Individual and Shared Situational Awareness (SSA). A number of definitions and measures for SSA are discussed in the paper, including subjective measures and objective measures. The conduct and outcomes of Go*Team live sessions, data collection and analysis are viewed in terms of shedding light on SSA and investigating the potential of Go*Team.