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A learning curve is a graphical representation of the relationship between how proficient people are at a task and the amount of
experience Experience refers to Consciousness, conscious events in general, more specifically to perceptions, or to the practical knowledge and familiarity that is produced by these processes. Understood as a conscious event in the widest sense, experience i ...
they have. Proficiency (measured on the vertical axis) usually increases with increased experience (the horizontal axis), that is to say, the more someone, groups, companies or industries perform a task, the better their performance at the task.Compare: The common expression "a steep learning curve" is a
misnomer A misnomer is a name that is incorrectly or unsuitably applied. Misnomers often arise because something was named long before its correct nature was known, or because an earlier form of something has been replaced by a later form to which the nam ...
suggesting that an activity is difficult to learn and that expending much effort does not increase proficiency by much, although a
learning Learning is the process of acquiring new understanding, knowledge, behaviors, skills, value (personal and cultural), values, Attitude (psychology), attitudes, and preferences. The ability to learn is possessed by humans, non-human animals, and ...
curve with a steep start actually represents rapid progress., see the "Discussions" section, Dr. Smith's remark about the usage of the term "steep learning curve": "First, semantics. A steep learning curve is one where you gain proficiency over a short number of trials. That means the curve is steep. I think semantically we are really talking about a prolonged or long learning curve. I know it is a subtle distinction, but I can't miss the opportunity to make that point." In fact, the gradient of the curve has nothing to do with the overall difficulty of an activity, but expresses the expected rate of change of learning speed over time. An activity that it is easy to learn the basics of, but difficult to gain proficiency in, may be described as having "a steep learning curve". The learning curve may refer to a specific task or a
body of knowledge A body of knowledge (BOK or BoK) is the complete set of concepts, terms and activities that make up a professional domain, as defined by the relevant learned society or professional association.Oliver, G.R. (2012). ''Foundations of the Assumed Bus ...
.
Hermann Ebbinghaus Hermann Ebbinghaus (24 January 1850 – 26 February 1909) was a German psychologist who pioneered the experimental study of memory. Ebbinghaus discovered the forgetting curve and the spacing effect. He was the first person to describe the learnin ...
first described the learning curve in 1885 in the field of the psychology of learning, although the name did not come into use until 1903. In 1936 Theodore Paul Wright described the effect of learning on production costs in the
aircraft industry An aircraft ( aircraft) is a vehicle that is able to fly by gaining support from the air. It counters the force of gravity by using either static lift or the dynamic lift of an airfoil, or, in a few cases, direct downward thrust from its e ...
. This form, in which ''unit cost'' is plotted against ''total production'', is sometimes called an experience curve, or Wright's law.


In psychology

Hermann Ebbinghaus' memory tests, published in 1885, involved memorizing series of
nonsense syllable A pseudoword is a unit of speech or text that appears to be an actual word in a certain language, while in fact it has no meaning. It is a specific type of nonce word, or even more narrowly a nonsense word, composed of a combination of phonemes whi ...
s, and recording the success over a number of trials. The translation does not use the term 'learning curve' — but he presents diagrams of learning against trial number. He also notes that the score can decrease, or even oscillate. The first known use of the term 'learning curve' is from 1903: "Bryan and Harter (6) found in their study of the acquisition of the telegraphic language a learning curve which had the rapid rise at the beginning followed by a period of slower learning, and was thus convex to the vertical axis." Psychologist Arthur Bills gave a more detailed description of learning curves in 1934. He also discussed the properties of different types of learning curves, such as negative acceleration, positive acceleration, plateaus, and ogive curves.


In economics


History

In 1936, Theodore Paul Wright described the effect of learning on production costs in the
aircraft industry An aircraft ( aircraft) is a vehicle that is able to fly by gaining support from the air. It counters the force of gravity by using either static lift or the dynamic lift of an airfoil, or, in a few cases, direct downward thrust from its e ...
and proposed a mathematical model of the learning curve. In 1952, the US Air Force published data on the learning curve in the
airframe The mechanical structure of an aircraft is known as the airframe. This structure is typically considered to include the fuselage, undercarriage, empennage and wings, and excludes the propulsion system. Airframe design is a field of aeros ...
industry from 1940 to mid-1945. Specifically, they tabulated and plotted the direct man-hour cost of various products as a function of cumulative production. This formed the basis of many studies on learning curves in the 1950s. In 1968
Bruce Henderson Bruce Doolin Henderson (April 30, 1915 – July 20, 1992) was an American businessman and management expert. He founded Boston Consulting Group (BCG) in 1963 in Boston, Massachusetts and headed the firm as the president and CEO until 1980. He c ...
of the
Boston Consulting Group Boston Consulting Group, Inc. (BCG) is an American global management consulting firm founded in 1963 and headquartered in Boston, Massachusetts. It is one of the "Big Three (management consultancies), Big Three" (or MBB, the world's three large ...
(BCG) generalized the Unit Cost model pioneered by Wright, and specifically used a
Power Law In statistics, a power law is a Function (mathematics), functional relationship between two quantities, where a Relative change and difference, relative change in one quantity results in a relative change in the other quantity proportional to the ...
, which is sometimes called ''Henderson's Law''. He named this particular version the experience curve. Research by BCG in the 1970s observed
experience curve effects In industry, models of the learning or experience curve effect express the relationship between experience producing a good and the efficiency of that production, specifically, efficiency gains that follow investment in the effort. The effect ha ...
for various industries that ranged from 10 to 25 percent.


Models

The main statistical models for learning curves are as follows: * Wright's model ("log-linear"): y = Kx^n, where ** y is the cost of the x-th unit, ** x is the total number of units made, ** K is the cost of the first unit made, ** n is the exponent measuring the strength of learning. * Plateau model: y = \max(Kx^n, K_0), where K_0 models the minimal cost achievable. In other words, the learning ceases after cost reaches a sufficiently low level. * Stanford-B model: y = K(x+B)^n, where B models worker's prior experience. * DeJong's model: y = K(M + (1-M)x^n), where M models the fraction of production done by machines (assumed to be unable to learn, unlike a human worker). * S-curve model: y = K(M + (1-M)(x+B)^n), a combination of Stanford-B model and DeJong's model. The key variable is the exponent n measuring the strength of learning. It is usually expressed as n = \log(\phi)/\log(2), where \phi is the "learning rate". In words, it means that the unit cost decreases by 1-\phi, for every doubling of total units made. Wright found that \phi \approx 80\% in aircraft manufacturing, meaning that the unit cost decreases by 20% for every doubling of total units made.


Applications

The economic learning of productivity and efficiency generally follows the same kinds of experience curves and have interesting secondary effects. Efficiency and productivity improvement can be considered as whole organization or industry or economy learning processes, as well as for individuals. The general pattern is of first speeding up and then slowing down, as the practically achievable level of methodology improvement is reached. The effect of reducing local effort and resource use by learning improved methods often has the opposite latent effect on the next larger scale system, by facilitating its expansion, or
economic growth In economics, economic growth is an increase in the quantity and quality of the economic goods and Service (economics), services that a society Production (economics), produces. It can be measured as the increase in the inflation-adjusted Outp ...
, as discussed in the
Jevons paradox In economics, the Jevons paradox (; sometimes Jevons effect) occurs when technological advancements make a resource more efficient to use (thereby reducing the amount needed for a single application); however, as the cost of using the resourc ...
in the 1880s and updated in the Khazzoom-Brookes Postulate in the 1980s. A comprehensive understanding of the application of learning curve on managerial economics would provide plenty of benefits on strategic level. People could predict the appropriate timing of the introductions for new products and offering competitive pricing decisions, deciding investment levels by stimulate innovations on products and the selection of organizational design structures. Balachander and Srinivasan used to study a durable product and its pricing strategy on the principles of the learning curve. Based on the concepts that the growing experience in producing and selling a product would cause the decline of unit production cost, they found the potential best introductory price for this product. As for the problems of production management under the limitation of scarce resources, Liao observed that without including the effects of the learning curve on labor hours and machines hours, people might make incorrect managerial decisions. Demeester and Qi used the learning curve to study the transition between the old products' eliminating and new products' introduction. Their results indicated that the optimal switching time is determined by the characteristics of product and process, market factors, and the features of learning curve on this production. Konstantaras, Skouri, and Jaber applied the learning curve on demand forecasting and the economic order quantity. They found that the buyers obey to a learning curve, and this result is useful for decision-making on inventory management. Learning curves have been used to model
Moore's law Moore's law is the observation that the Transistor count, number of transistors in an integrated circuit (IC) doubles about every two years. Moore's law is an observation and Forecasting, projection of a historical trend. Rather than a law of ...
in the semiconductor industry. When wages are proportional to number of products made, workers may resist changing to a different post or having a new member on the team, since it would temporarily decrease productivity. Learning curves has been used to adjust for temporary dips so that workers are paid more for the same product while they are learning.


Examples and mathematical modeling

A learning curve is a plot of proxy measures for implied
learning Learning is the process of acquiring new understanding, knowledge, behaviors, skills, value (personal and cultural), values, Attitude (psychology), attitudes, and preferences. The ability to learn is possessed by humans, non-human animals, and ...
( proficiency or progression toward a limit) with
experience Experience refers to Consciousness, conscious events in general, more specifically to perceptions, or to the practical knowledge and familiarity that is produced by these processes. Understood as a conscious event in the widest sense, experience i ...
. * The horizontal axis represents experience either directly as time (clock time, or the time spent on the activity), or can be related to time (a number of trials, or the total number of units produced). * The vertical axis is a measure representing 'learning' or 'proficiency' or other proxy for "efficiency" or "productivity". It can either be increasing (for example, the score in a test), or decreasing (the time to complete a test). For the performance of one person in a series of trials the curve can be erratic, with proficiency increasing, decreasing or leveling out in a
plateau In geology and physical geography, a plateau (; ; : plateaus or plateaux), also called a high plain or a tableland, is an area of a highland consisting of flat terrain that is raised sharply above the surrounding area on at least one side. ...
. When the results of a large number of individual trials are
average In colloquial, ordinary language, an average is a single number or value that best represents a set of data. The type of average taken as most typically representative of a list of numbers is the arithmetic mean the sum of the numbers divided by ...
d then a smooth curve results, which can often be described with a
mathematical function In mathematics, a function from a set (mathematics), set to a set assigns to each element of exactly one element of .; the words ''map'', ''mapping'', ''transformation'', ''correspondence'', and ''operator'' are sometimes used synonymously. ...
. File:Alanf777 Lcd fig07.png, S-curve or sigmoid function File:Alanf777 Lcd fig04.png, Exponential growth File:Alanf777 Lcd fig05.png, Exponential rise or fall to a limit File:Alanf777 Lcd fig06.png, Power law Several main functions have been used: * The S-Curve or Sigmoid function is the idealized general form of all learning curves, with slowly accumulating small steps at first followed by larger steps and then successively smaller ones later, as the learning activity reaches its limit. That idealizes the normal progression from discovery of something to learn about followed to the limit of learning about it. The other shapes of learning curves (4, 5 & 6) show segments of S-curves without their full extents. In this case the improvement of proficiency starts slowly, then increases rapidly, and finally levels off. * Exponential growth; the proficiency can increase without limit, as in
Exponential growth Exponential growth occurs when a quantity grows as an exponential function of time. The quantity grows at a rate directly proportional to its present size. For example, when it is 3 times as big as it is now, it will be growing 3 times as fast ...
* Exponential rise or fall to a Limit; proficiency can exponentially approach a limit in a manner similar to that in which a capacitor charges or discharges (
exponential decay A quantity is subject to exponential decay if it decreases at a rate proportional to its current value. Symbolically, this process can be expressed by the following differential equation, where is the quantity and (lambda Lambda (; uppe ...
) through a resistor. The increase in skill or retention of information may increase rapidly to its maximum rate during the initial attempts, and then gradually levels out, meaning that the subject's skill does not improve much with each later repetition, with less new knowledge gained over time. *
Power law In statistics, a power law is a Function (mathematics), functional relationship between two quantities, where a Relative change and difference, relative change in one quantity results in a relative change in the other quantity proportional to the ...
; similar in appearance to an
exponential decay A quantity is subject to exponential decay if it decreases at a rate proportional to its current value. Symbolically, this process can be expressed by the following differential equation, where is the quantity and (lambda Lambda (; uppe ...
function, and is almost always used for a decreasing performance metric, such as cost. It also has the property that if plotted as the
logarithm In mathematics, the logarithm of a number is the exponent by which another fixed value, the base, must be raised to produce that number. For example, the logarithm of to base is , because is to the rd power: . More generally, if , the ...
of proficiency against the
logarithm In mathematics, the logarithm of a number is the exponent by which another fixed value, the base, must be raised to produce that number. For example, the logarithm of to base is , because is to the rd power: . More generally, if , the ...
of experience the result is a straight line, and it is often presented that way. The specific case of a plot of Unit Cost versus Total Production with a power law was named the experience curve: the mathematical function is sometimes called Henderson's Law. This form of learning curve is used extensively in industry for cost projections.


In machine learning

Plots relating performance to experience are widely used in
machine learning Machine learning (ML) is a field of study in artificial intelligence concerned with the development and study of Computational statistics, statistical algorithms that can learn from data and generalise to unseen data, and thus perform Task ( ...
. Performance is the error rate or accuracy of the
learning Learning is the process of acquiring new understanding, knowledge, behaviors, skills, value (personal and cultural), values, Attitude (psychology), attitudes, and preferences. The ability to learn is possessed by humans, non-human animals, and ...
system, while experience may be the number of training examples used for learning or the number of iterations used in
optimizing Mathematical optimization (alternatively spelled ''optimisation'') or mathematical programming is the selection of a best element, with regard to some criteria, from some set of available alternatives. It is generally divided into two subfiel ...
the system model parameters. The machine learning curve is useful for many purposes including comparing different algorithms, choosing model parameters during design, adjusting optimization to improve convergence, and determining the amount of data used for training.


Broader interpretations

Initially introduced in
educational Education is the transmission of knowledge and skills and the development of character traits. Formal education occurs within a structured institutional framework, such as public schools, following a curriculum. Non-formal education also fol ...
and
behavioral psychology Behaviorism is a systematic approach to understand the behavior of humans and other animals. It assumes that behavior is either a reflex elicited by the pairing of certain antecedent (behavioral psychology), antecedent stimuli in the environmen ...
, the term has acquired a broader interpretation over time, and expressions such as "experience curve", "improvement curve", "cost improvement curve", "progress curve", "progress function", "startup curve", and "efficiency curve" are often used interchangeably. In economics the subject is rates of "
development Development or developing may refer to: Arts *Development (music), the process by which thematic material is reshaped * Photographic development *Filmmaking, development phase, including finance and budgeting * Development hell, when a proje ...
", as development refers to a whole system learning process with varying rates of progression. Generally speaking all learning displays incremental change over time, but describes an "S" curve which has different appearances depending on the time scale of observation. It has now also become associated with the evolutionary theory of
punctuated equilibrium In evolutionary biology, punctuated equilibrium (also called punctuated equilibria) is a Scientific theory, theory that proposes that once a species appears in the fossil record, the population will become stable, showing little evolution, evol ...
and other kinds of revolutionary change in complex systems generally, relating to
innovation Innovation is the practical implementation of ideas that result in the introduction of new goods or service (economics), services or improvement in offering goods or services. ISO TC 279 in the standard ISO 56000:2020 defines innovation as "a n ...
,
organizational behavior Organizational behavior or organisational behaviour (see American and British English spelling differences, spelling differences) is the "study of human behavior in organizational settings, the interface between human behavior and the organiza ...
and the
management Management (or managing) is the administration of organizations, whether businesses, nonprofit organizations, or a Government agency, government bodies through business administration, Nonprofit studies, nonprofit management, or the political s ...
of group learning, among other fields. These processes of rapidly emerging new form appear to take place by complex learning within the systems themselves, which when observable, display curves of changing rates that accelerate and decelerate.


General learning limits

''Learning curves'', also called ''experience curves'', relate to the much broader subject of natural limits for resources and technologies in general. Such limits generally present themselves as increasing complications that slow the learning of how to do things more efficiently, like the well-known limits of perfecting any process or product or to perfecting measurements. These practical experiences match the predictions of the
second law of thermodynamics The second law of thermodynamics is a physical law based on Universal (metaphysics), universal empirical observation concerning heat and Energy transformation, energy interconversions. A simple statement of the law is that heat always flows spont ...
for the limits of waste reduction generally. Approaching limits of perfecting things to eliminate waste meets geometrically increasing effort to make progress, and provides an environmental measure of all factors seen and unseen changing the learning experience. Perfecting things becomes ever more difficult despite increasing effort despite continuing positive, if ever diminishing, results. The same kind of slowing progress due to complications in learning also appears in the limits of useful technologies and of profitable markets applying to
product life cycle management Product life-cycle management (PLM) is the succession of strategies by business management as a product goes through its life-cycle. The conditions in which a product is sold (advertising, saturation) changes over time and must be managed as it ...
an
software development cycles
. Remaining market segments or remaining potential efficiencies or efficiencies are found in successively less convenient forms. Efficiency and development curves typically follow a two-phase process of first bigger steps corresponding to finding things easier, followed by smaller steps of finding things more difficult. It reflects bursts of learning following breakthroughs that make learning easier followed by meeting constraints that make learning ever harder, perhaps toward a point of cessation. * Natural Limits One of the key studies in the area concerns diminishing returns on investments generally, either physical or financial, pointing to whole system limits for resource development or other efforts. The most studied of these may be
Energy Return on Energy Invested In energy economics and ecological energetics, energy return on investment (EROI), also sometimes called energy returned on energy invested (ERoEI), is the ratio of the amount of usable energy (the ''exergy'') delivered from a particular energy r ...
or EROEI, discussed at length in a
Encyclopedia of the Earth article
and in a
OilDrum article
an
series
also referred to a

The energy needed to produce energy is a measure of our difficulty in learning how to make remaining energy resources useful in relation to the effort expended. Energy returns on energy invested have been in continual decline for some time, caused by natural resource limits and increasing investment. Energy is both nature's and our own principal resource for making things happen. The point of diminishing returns is when increasing investment makes the resource more expensive. As natural limits are approached, easily used sources are exhausted and ones with more complications need to be used instead. As an environmental signal persistently diminishing EROI indicates an approach of whole system limits in our
ability Abilities are powers an agent has to perform various Action (philosophy), actions. They include common abilities, like walking, and rare abilities, like performing a double backflip. Abilities are intelligent powers: they are guided by the person ...
to make things happen. * Useful Natural Limits EROEI measures the return on invested effort as a ratio of R/I or ''learning progress''. The inverse I/R measures ''learning difficulty''. The simple difference is that if R approaches zero R/I will too, but I/R will approach infinity. When complications emerge to limit learning progress the limit of ''useful returns'', uR, is approached and R-uR approaches zero. The ''difficulty of useful learning'' I/(R-uR) approaches infinity as increasingly difficult tasks make the effort unproductive. That point is approached as a vertical asymptote, at a particular point in time, that can be delayed only by unsustainable effort. It defines a point at which enough investment has been made and the ''task is done'', usually planned to be the same as when the ''task is complete''. For unplanned tasks it may be either foreseen or discovered by surprise. The usefulness measure, uR, is affected by the complexity of environmental responses that can only be measured when they occur unless they are foreseen.


In culture


"Steep learning curve"

The expression "steep learning curve" is used with opposite meanings. Most sources, including the ''
Oxford Dictionary of English The ''Oxford Dictionary of English'' (''ODE'') is a single-volume English dictionary published by Oxford University Press, first published in 1998 as ''The New Oxford Dictionary of English'' (''NODE''). The word "New" was dropped from the titl ...
'', the ''
American Heritage Dictionary of the English Language ''The American Heritage Dictionary of the English Language'' (''AHD'') is a dictionary of American English published by HarperCollins. It is currently in its fifth edition (since 2011). Before HarperCollins acquired certain business lines from H ...
'', and ''
Merriam-Webster's Collegiate Dictionary ''Webster's Dictionary'' is any of the US English language dictionaries edited in the early 19th century by Noah Webster (1758–1843), a US lexicographer, as well as numerous related or unrelated dictionaries that have adopted the Webster's ...
'', define a learning curve as the rate at which skill is acquired, so a steep increase would mean a quick increment of skill. However, the term is often used in common English with the meaning of a difficult initial learning process. The common English usage aligns with a metaphorical interpretation of the learning curve as a hill to climb. (A steeper hill is initially hard, while a gentle slope is less strainful, though sometimes rather tedious. Accordingly, the shape of the curve (hill) may not indicate the total amount of
work Work may refer to: * Work (human activity), intentional activity people perform to support themselves, others, or the community ** Manual labour, physical work done by humans ** House work, housework, or homemaking ** Working animal, an ani ...
required. Instead, it can be understood as a matter of preference related to ambition, personality and learning style.) File:Alanf777 Lcd fig08.png, Short and long learning curves File:Alanf777 Lcd fig09.png, Product A has lower functionality and a short learning curve. Product B has greater functionality but takes longer to learn. The term ''learning curve'' with meanings of ''easy'' and ''difficult'' can be described with adjectives like ''short'' and ''long'' rather than ''shallow'' and ''steep''. If two products have similar functionality then the one with a "steep" curve is probably better, because it can be learned in a shorter time. On the other hand, if two products have different functionality, then one with a ''short'' curve (a short time to learn) and limited functionality may not be as good as one with a ''long'' curve (a long time to learn) and greater functionality. For example, the Windows program
Notepad A notebook (also known as a notepad, writing pad, drawing pad, or legal pad) is a book or stack of paper pages that are often Ruled paper, ruled and used for purposes such as note-taking, Diary, journaling or other writing, drawing, or scrapbooki ...
is extremely simple to learn, but offers little after this. At the other extreme is the UNIX terminal editor vi or Vim, which is difficult to learn, but offers a wide array of features after the user has learned how to use it.


"On a steep learning curve"

Ben Zimmer Benjamin Zimmer (born 1971) is an American linguist, lexicographer, and language commentator. He is a contributing editor for ''The Atlantic''. He was formerly a language columnist for ''The Wall Street Journal'', ''The Boston Globe'', and ''The ...
discusses the use of the term "on a steep learning curve" in ''
Downton Abbey ''Downton Abbey'' is a British historical drama television series set in the early 20th century, created and co-written by Julian Fellowes. It first aired in the United Kingdom on ITV (TV network), ITV on 26 September 2010 and in the United St ...
'', a television series set in the early 20th century, concentrating mainly on whether use of the term is an
anachronism An anachronism (from the Greek , 'against' and , 'time') is a chronological inconsistency in some arrangement, especially a juxtaposition of people, events, objects, language terms and customs from different time periods. The most common type ...
. "Matthew Crawley, the presumptive heir of Downton Abbey and now the co-owner of the estate, says, 'I've been on a steep learning curve since arriving at Downton.' By this he means that he has had a difficult time learning the ways of Downton, but people did not start talking that way until the 1970s."Zimmer, Ben (February 8, 2013)
A "Steep Learning Curve" for "Downton Abbey"
visualthesaurus.com
Zimmer also comments that the popular use of ''steep'' as ''difficult'' is a reversal of the technical meaning. He identifies the first use of ''steep learning curve'' as 1973, and the ''arduous'' interpretation as 1978.


Difficulty curves in video games

The idea of learning curves is often translated into
video game A video game or computer game is an electronic game that involves interaction with a user interface or input device (such as a joystick, game controller, controller, computer keyboard, keyboard, or motion sensing device) to generate visual fe ...
gameplay as a "difficulty curve", which described how hard the game may get as the player progresses through the game and requiring the player to either become more proficient with the game, gain better understanding of the game's mechanics, and/or spend time " grinding" to improve their characters. Establishing the right difficulty curve is part of achieving the
game balance Game balance is a branch of game design with the intention of improving gameplay and user experience by balancing difficulty and fairness. Game balance consists of adjusting rewards, challenges, and/or elements of a game to create the intended pl ...
within a title. As with learning curves in educational settings, difficulty curves can have multitudes of shapes, and games may frequently provide various levels of difficulty that change the shape of this curve relative to its default to make the game harder or easier. Optimally the difficulty of a
video game A video game or computer game is an electronic game that involves interaction with a user interface or input device (such as a joystick, game controller, controller, computer keyboard, keyboard, or motion sensing device) to generate visual fe ...
increases in correspondence with players ability. Games must neither be too challenging nor too undemanding nor too fortuitous. The players will continue playing as long as a game is perceived to be winnable. This is therefore referred to as the ''illusion of winnability''. To generate an illusion of winnability games can include, internal value (a sense of moving towards a goal and being rewarded for it) driven by conflict which can be generated by an antagonistic environment and story driven suspense in the form of world building. The latter is not pivotal to progressing in a game. Game designers may also make changes in
gameplay Gameplay is the specific way in which players interact with a game. The term applies to both video games and Tabletop game, tabletop games. Gameplay is the connection between the player and the game, the player's overcoming of challenges, and t ...
by, for instance, limiting resources. One perspective is that if players are not tricked to believe that the video game world is real - if the world does not feel vibrant - then there is no point in creating the game.


See also

* Bushnell's Law *
Forgetting curve The forgetting curve hypothesizes the decline of memory retention in time. This curve shows how information is lost over time when there is no attempt to retain it. A related concept is the strength of memory that refers to the durability that m ...
* Learning speed *
Labor productivity Workforce productivity is the amount of goods and services that a group of workers produce in a given amount of time. It is one of several types of productivity that economists measure. Workforce productivity, often referred to as labor produc ...
*
Learning-by-doing (economics) Learning-by-doing is a concept in economic theory by which productivity is achieved through practice, self-perfection and minor innovations. An example is a factory that increases output by learning how to use equipment better without addin ...
*
Population growth Population growth is the increase in the number of people in a population or dispersed group. The World population, global population has grown from 1 billion in 1800 to 8.2 billion in 2025. Actual global human population growth amounts to aroun ...
*
Trial and error Trial and error is a fundamental method of problem-solving characterized by repeated, varied attempts which are continued until success, or until the practicer stops trying. According to W.H. Thorpe, the term was devised by C. Lloyd Morgan ( ...


References

{{reflist, 2


External links


Learning curve
Learning Cognitive science Curves