Ok so my theory is as follows:
All the other skills in the game, directly effect the players resultant skills in the actual game. Training Jump shot, makes the player's jump shot better. Rebounding, makes a player rebound better.
So if the RESULT of a skill popping is because the player was trained in that skill, then i believe that you should analyse the RESULT of higher experienced player in a game, and that will be what players have to 'train' in order to get more experience. Of course, its all in game training.
So going along with that theory, it has been observed that some of the benefits of an experienced player are:
Better 4th quarter play
Better 'crunch/clutch decision making'
etc
So in order for a player to GAIN experience, the player must, ironically, experience those things.
eg: Player 1 vs player 2. Both of similar age, experience, everything... on same team in same game, a close tough game.
Player 1 plays all of 4th quarter, total minutes in game 30, takes shots in 4th quarter, goes to line a few times in the last few minutes when the scores are tied, doesnt turn the ball over, etc etc.
Player 2 plays 30 minutes also, but only plays 4 mins in the last quarter, and basically doesn't touch the ball in those 4 minutes.
One would think that player 1 would get a better sub-pop experience value after that game, vs player 2.
I believe that, in line with all the other skills in the game, which get trained, and then definitively result in that player improving in that skill, that you should look at the benefits of an experienced player, and reverse engineer that, to make the assumption that players must EXPERIENCE those situations, in order to gain a higher experience rating, per game.
The theory keeps in line with all other skills and how they pop during a season, and the resultant benefit. Its just a bit of reverse engineering i believe. Minutes + in game situations + time of in game situations + success of in game situations (plus other things like, opposition quality, whether its a play-off game or normal league game)
I dont think there is any weight behind the argument that it would be too hard to code this into the game..... look at what they have coded already! My goodness! Each game is 48 minutes of 10-20 players each with differing skill levels, playing various offence vs defence ratings, all combined together! Coding the experience benefit would be a piece of cake compared to the game engine design.
Only problem with my argument is that i have no way to really quantify it. Doesn't mean its wrong though does it!