The experience treadmill or grinder is a common problem in gameworlds based on experience points. The whole focus of the user experience becomes focussed on the collection of XP, to the exclusion of everything else. Often new areas or items remain locked until az player has a set number of experience points.
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Using the LARP model as an example, this article offers ways out of the standard experience levelling treadmill whilst actually increasing player enjoyment and longevity. After all, at the end of the standard experience treadmill, there is nowhere to go but out?
In early 2008, the Max Planck Institute for Biological Cybernetics researchers developed an omnidirectional treadmill to facilitate unconstrained walking in all directions through large-scale virtual environments.
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If it becomes possible to display a complete recording of someone's present sensations via neuralprothesis as a file for another to experience, then it will likely also be possible to store these experiences, for replay later...
Why is PvP a problem anyhow? Are we looking at this from the wrong perspectice? Could PvP really be used to make the experience much more rewarding? Read this for the barest glimpse at the answers.
Through neural interfaces, it will be ultimately bepossible to record all of a person's senses about the area they are in. That leads to 'being somewhere else, now' in which a user can experience life at a beautiful locale, or historic discovery through the experiences of another - without going there themselves.
The way the primary visual cortex in the brain develops, may not be hardwired after all, but may develop according to experience, according to some fairly stunning revelations from the University of Illinois in Urbana, US, in early 2007.
This interesting read deals with finding a balance between Role-Play, and the 'Hack & Slash' approach taken by gamers, allowing both to co-exist in the same world, happilly, without ruining the experience for each other.
An interesting article, on the track of creating multiple entertainment experiences in a single product, rather than different titles ? allowing individuals to explore the same gameworld, even if their interests often diverge.
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PlayVault announced yesterday, that Artifact Entertainment ?Horizons: Empire of Istaria? has joined the PlayVault scheme.
The scheme is intended to lessen the "Experience Treadmill" of switching between MMOs. Players spend ...
The fight against fat is going high-tech. To get an inside look at eating and exercise habits, scientists are developing wearable wireless sensors to monitor overweight and obese people as they go about their daily lives.
Thursday, 10th of January, 2008. The brain of a 12-pound, 32-inch monkey, controlled a 200lb robot on another continent.
In the first successful experiment at long-distance transmission of brain signals, Idoya, a small monkey...
Most stimulus-induced neural activity occurs during waking hours; however, most neural imaging techniques require animals to be anaesthetised.
That conflict has slowed neuron research considerably. Now, modifications made to...
UCLA researchers have discovered that a combination of drugs, electrical stimulation and regular exercise can enable paralyzed rats to walk and even run again while supporting their full weight on a treadmill.
Published Nov. ...