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Recent player tracking technology provides new information about basketball game performance. The aim of this study was to (i) compare the game performances of all-star and non all-star basketball players from the National Basketball Association (NBA), and (ii) describe the different basketball game performance profiles based on the different game roles. Archival data were obtained from all 2013-2014 regular season games (n = 1230). The variables analyzed included the points per game, minutes played and the game actions recorded by the player tracking system. To accomplish the first aim, the performance per minute of play was analyzed using a descriptive discriminant analysis to identify which variables best predict the all-star and non all-star playing categories. The all-star players showed slower velocities in defense and performed better in elbow touches, defensive rebounds, close touches, close points and pull-up points, possibly due to optimized attention processes that are key for perceiving the required appropriate environmental information. The second aim was addressed using a k-means cluster analysis, with the aim of creating maximal different performance profile groupings. Afterwards, a descriptive discriminant analysis identified which variables best predict the different playing clusters. The results identified different playing profile of performers, particularly related to the game roles of scoring, passing, defensive and all-round game behavior. Coaching staffs may apply this information to different players, while accounting for individual differences and functional variability, to optimize practice planning and, consequently, the game performances of individuals and teams.
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RESEARCH ARTICLE
Exploring Game Performance in the National
Basketball Association Using Player Tracking
Data
Jaime Sampaio
1
*, Tim McGarry
2
, Julio Calleja-González
3
, Sergio Jiménez Sáiz
4
,
Xavi Schelling i del Alcázar
5
, Mindaugas Balciunas
6
1Research Center in Sports Sciences, Health and Human Development, CIDESD, CreativeLab Research
Community, University of Trás-os-Montes e Alto Douro, Vila Real, Portugal, 2Faculty of Kinesiology,
University of New Brunswick, Fredericton, Canada, 3Faculty of Physical Activity Sport Sciences, University
of the Basque Country, Vitoria, Spain, 4Facultad de Ciencias de la Actividad Física y el Deporte,
Universidad Europea de Madrid, Madrid, Spain, 5Complex Systems and Sport Research Group, National
Institute of Physical Education of Catalonia (INEFC), Barcelona, Spain, 6Lithuanian Sports University,
Kaunas, Lithuania
These authors contributed equally to this work.
These authors also contributed equally to this work.
*ajaime@utad.pt
Abstract
Recent player tracking technology provides new information about basketball game perfor-
mance. The aim of this study was to (i) compare the game performances of all-star and non
all-star basketball players from the National Basketball Association (NBA), and (ii) describe
the different basketball game performance profiles based on the different game roles. Archi-
val data were obtained from all 2013-2014 regular season games (n = 1230). The variables
analyzed included the points per game, minutes played and the game actions recorded by
the player tracking system. To accomplish the first aim, the performance per minute of play
was analyzed using a descriptive discriminant analysis to identify which variables best
predict the all-star and non all-star playing categories. The all-star players showed slower
velocities in defense and performed better in elbow touches, defensive rebounds, close
touches, close points and pull-up points, possibly due to optimized attention processes that
are key for perceiving the required appropriate environmental information. The second aim
was addressed using a k-means cluster analysis, with the aim of creating maximal different
performance profile groupings. Afterwards, a descriptive discriminant analysis identified
which variables best predict the different playing clusters. The results identified different
playing profile of performers, particularly related to the game roles of scoring, passing,
defensive and all-round game behavior. Coaching staffs may apply this information to differ-
ent players, while accounting for individual differences and functional variability, to optimize
practice planning and, consequently, the game performances of individuals and teams.
PLOS ONE | DOI:10.1371/journal.pone.0132894 July 14, 2015 1/14
OPEN ACCESS
Citation: Sampaio J, McGarry T, Calleja-González J,
Jiménez Sáiz S, Schelling i del Alcázar X, Balciunas
M (2015) Exploring Game Performance in the
National Basketball Association Using Player
Tracking Data. PLoS ONE 10(7): e0132894.
doi:10.1371/journal.pone.0132894
Editor: José César Perales, Universidad de
Granada, SPAIN
Received: February 14, 2015
Accepted: June 22, 2015
Published: July 14, 2015
Copyright: © 2015 Sampaio et al. This is an open
access article distributed under the terms of the
Creative Commons Attribution License, which permits
unrestricted use, distribution, and reproduction in any
medium, provided the original author and source are
credited.
Data Availability Statement: Data are publicly
available from the NBA website (http://stats.nba.com).
Funding: This study was supported by the
Portuguese foundation for science and technology
(PEst-OE/SAU/UI4045/2015). The funders had no
role in study design, data collection and analysis,
decision to publish, or preparation of the manuscript.
Competing Interests: The authors have declared
that no competing interests exist.
Introduction
The National Basketball Association (NBA) from the United States of America is the most
competitive basketball league in the world, with a competition period in regular season com-
prising 82 games spanning approximately 24 weeks. The coaching staff must prepare and over-
see the training loads on players throughout the entirety of the competition period, a complex
process that places a great amount of physiological stress on the athletes [1]. This process also
requires managing the significant differences in work demands introduced by position-specific
game behaviors and player status (e.g., starting vs non-starting players), as well as adjusting
throughout the season to several changing unpredictable constraints such as player injuries.
Thus, the ongoing planning and monitoring of practice sessions and game performance is criti-
cal for optimizing the decisions on individual training loads taken by coaching staff.
While each player responds individually to the stress of practice and competition [2], there
remains a clear need to use updated sports performance models to inform starting points for
player preparation. One of the most common methods of monitoring sports performance is
using game-related statistics to evaluate technical and tactical behavior, as well as the efficiency
of players and teams throughout the season. Research reporting these variables frequently uses
data from European league games but not from the NBA. This study using NBA data serves
somewhat to address this imbalance. Performance variables represent duality of the performer
and the environment in order to understand how players engage with others by detecting affor-
dances [3]. For example, the assists are likely a result of affordances to the ball carrier created
by open teammates. In fact, perception-action coupling indicates that information drives
movement and movement drives information available for players to pick up [4]. In this sense,
game-related statistics can provide insight on both perception and action of the players. In
addition, they may provide a measure of co-adaptation, in the way that players function as part
of a larger system (the team) co-adapting to small but important changes in each others struc-
ture and function [5].
Basketball performance depends primarily on shooting 2-point field-goals and on securing
defensive rebounds [68]. In close contested games, however, fouls and free-throws exhibit
increased importance for determining game outcome than for lesser contested games [8,9].
Other remaining game statistics such as offensive rebounds, turnovers, steals and assists are
not reported consistently as discriminating performance variables for winning and losing.
When contrasting the best and worst teams, the best performance variables for long term suc-
cess are related to assists, steals and blocks, denoting the importance of passing skills and of
defensive skills along outside and inside court positions [10]. Research from NBA data likewise
reported winning game outcomes to be related to better offensive efficiency, specifically points
scored in the third quarter, as well as the defensive variables of fouls and steals [11]. Thus, as
expected, the results suggest that both offensive and defensive variables are important for win-
ning games.
These descriptions are informative on a team-level basis, however, a need exists to under-
take player-level analysis in order to better understand what performance variables most dis-
criminate elite players from other players. In the NBA context, this aim can be accomplished
by contrasting game performances from the awarded players that comprise the first, second
and third NBA team (all-stars) with the performance statistics of the other players. The all-star
players from these three teams are selected from a voting conducted by a panel of sportswriters
and broadcasters [12]. The players receive five points for a first team vote, three points for a
second team vote, and one point for a third team vote. At the end, and accounting for playing
positions, the five players with the highest point totals make the first team, the next five make
the second team, and the remaining five the third team.
Game Performance in the National Basketball Association
PLOS ONE | DOI:10.1371/journal.pone.0132894 July 14, 2015 2/14
One of the most recent advances in assessing basketball performance is player-tracking
technology [13,14]. This technology uses computer vision systems designed with algorithms
capable of measuring the positions of players with a sampling rate around 25 frames per second
[15]. Of course, kinematic variables such as distance, velocity or acceleration may be derived
from these data, and sampling frequencies might improve in future [16]. Currently, the track-
ing technology is being used with data obtained from notational analysis providing combined
information about sports performance; for example, by analyzing the distance covered by
players when the team is attacking and when the same team is defending. Research in basket-
ball using positional-derived variables however is limited at present to small samples of young
basketball players examining physical demands [17], effects of defensive pressure on move-
ment behavior [18], and how tactical performances are affected by activity workload [19].
These new tracking data open up possibilities that advance understanding of game perfor-
mance by embracing a more holistic approach to analyzing sports behavior. For example,
movement patterns (kinematics) from tracking data complement variables from the physiolog-
ical (e.g., work rate), technical (e.g., actions) and tactical (e.g., individual/team behavioural pat-
terns) domains leading to a more complete description and understanding of sports behavior
in its entirety. As noted, an issue to address in this study using the large amounts of tracking
data at hand concerns different basketball game performance profiles for different players and
teams. That is, to categorize individual player performances into like groupings for use as base-
line reference for the future development and preparation of players. The aim of the present
study then is twofold: (i) to compare basketball game performances from the all-star and non
all-star players, and (ii) to identify and describe the different basketball game performance pro-
files based on different game roles in the NBA.
Regarding the first aim, it was hypothesized that all-star players will outperform the non all-
stars in game statistics. Therefore, the player performances on an actions-by-minute of play
basis were compared, in aim of identifying performance variables that discriminate between
the two separate groups of players. It is expected that all-star players should outperform the
non all-star players in their performance statistics, particularly in scoring and passing related
variables, as these important variables are thought to place higher demands on anticipatory
processes [2022]. In the second aim it was hypothesized that player performance profiles will
present similarities and dissimilarities that can be used to identify different groups of players
based on playing position. This aim is accomplished by using actions-per-game, in order to
identify different groups of player performances, regardless of minutes of play in the games,
thereby identifying those performance variables that discriminate between different player
groupings.
Finally, it is important to describe the data within these performance-based groupings
according to the players (all-star vs. non all-star) and playing positions. For example, some
groups might have strong presence from all-star players and other groups might comprise both
all-star and non all-star players from specific positions. This information can be useful when
used in planning representative tasks in practice sessions, thereby fine-tuning playing behav-
iors in competition by using representative tasks in training [23,24]. In fact, players are often
divided in practice into smaller groups according to specific positions as well as their playing
standard. Non-starting players, for example, lack the same amount of playing time as starting
players, and this competitive playing deficit likely affects their responses to competition
throughout the season [21,25]. It follows that a detailed description of these different perfor-
mance profiles using available objective measures would serve as an appropriate performance
baseline for optimizing practice planning and, ultimately, for improving game performance.
Game Performance in the National Basketball Association
PLOS ONE | DOI:10.1371/journal.pone.0132894 July 14, 2015 3/14
Methods
Sample and variables
Archival data were obtained from open-access official NBA records for 1230 games played dur-
ing the 20132014 regular season (available at http://stats.nba.com, these records contained
both non-tracking and tracking data). A total of 30 teams played 82 games between October
29, 2013 and April 16, 2014. The gathered database had records of game performances from
548 players. The cases of player transfer between teams were counted as two different records.
The variables analyzed included the points per game, minutes played and the following
game actions, as defined by the NBA and the company responsible for the player tracking pro-
cess (SportsVU, Northbrook, IL, USA):
Pull-up shots: any jump shot outside 10 feet where a player took one or more dribbles before
shooting. Gathered variables include pull-up points per game (PPG) or minute (PPM), field-
goal percentage (FG%) and 3-point field-goal percentage (3FG%).
Catch and shoot: any jump shot outside of 10 feet where a player possessed the ball for two
seconds or less and took no dribbles. Gathered variables include catch and shoot PPG or
PPM, FG% and 3FG%.
Close shots: any jump shot taken by a player on any touch that starts within 12 feet of the
basket, excluding drives. Gathered variables include close PPG or PPM and FG%.
Drives: any touch that starts at least 20 feet of the hoop and is dribbled within 10 feet of the
hoop and excludes fast breaks. Gathered variables include drives PPG or PPM and FG%.
Passing-variables: the total number of passes a player makes and the scoring opportunities
that come from those passes, whether they lead directly to a teammate scoring a basket
(assists) or free throw (free-throw assists), or if they set up an assist for another teammate
(secondary assists). Gathered variables also include total assists opportunities and total points
created by assists.
Touches-variables: the number of times a player touches and possesses the ball (touches per
game), where those touches occur on the court (front, close or elbow), how long the player
possessed the ball (time of possession), and the number of points per touch or per half-court
touch. Gathered variables also include blocks, steals and the opponent field goals made at the
rim while being defended.
Speed and distance: variables that measure the distance covered (expressed in miles) and the
average speed of all movements (expressed in miles per hour) by a player while attacking or
defending.
Rebounds: the number of rebounds secured (rebounds), the times when the player was
within the vicinity (3.5 feet) of a rebound (chances), the number of rebounds a player recov-
ers compared to the number of rebounding chances available (percentage chances) as well as
if the rebound was uncontested by an opponent (uncontested). These variables were gathered
either for defensive and offensive rebounds.
Free-throw percentage: the number of free-throws made divided by the number of free-
throws attempted.
Video footage from the entire court was unavailable making assessment of the NBA tracking
data impossible. The NBA non-tracking data (e.g., assists, steals or defensive rebounds) how-
ever was assessed for reliability as follows. Two games were selected at random and analyzed
Game Performance in the National Basketball Association
PLOS ONE | DOI:10.1371/journal.pone.0132894 July 14, 2015 4/14
conjointly through systematic observation by two experts. The minimum Cohensκvalue for
all variables exceeded 0.91 demonstrating high inter-rater reliability [26] between the NBA
non-tracking data and the two experts.
Data analysis
Variables expressed as counts per game were divided by average minutes played. Records were
screened for univariate outliers (cases outside the range Mean ± 3SD) and distribution tested,
together with advised assumptions for each following inferential analysis [27]. To identify
which variables best predict the player category (i.e., all-star vs. non all-star), the performance
per minute of play was analyzed using a descriptive discriminant analysis. Structure coefficients
greater than |0.30| were interpreted as meaningful contributors for discriminating between the
two groups [27]. Validation of discriminant models was conducted using the leave-one-out
method of cross-validation [28]. Also, a k-means cluster analysis was performed on the entire
sample with the aim of creating and describing maximal different groups of game performance
profiles. The cubic clustering criterion, together with Monte Carlo simulations, was used to
identify the optimal number of clusters, thereby avoiding using subjective criteria. This statisti-
cal technique requires that all cases have no missing values in any of the variables introduced
in the model; there were a total of 339 cases meeting this condition (62%). Afterwards, a
descriptive discriminant analysis was performed to identify which of the variables best predicts
the playing clusters.
One-way independent measures ANOVA was used to compare the variables not selected in
the discriminant models (i.e., points scored per game and minutes played). Tukey post-hoc
homogeneous subsets were used to describe post-hoc results. Statistical significance was set at
0.05 and calculations were performed using JMP statistics software package (release 11.0, SAS
Institute, Cary, NC, USA) and SPSS software (release 22.0, SPSS Inc., Chicago, IL).
Results
Comparing all-star and non all-star players
The means and standard deviations from the variables according to the all-star vs. non all-star
categories are presented in Table 1. The most important variables for differentiating all-star
and non all-star performances per minute of play were identified using discriminant analysis.
The obtained function was statistically significant (p0.001) with a canonical correlation of
0.59 (Λ= 0.65) and reclassification of 97.2%. The structure coefficients (SC) from the function
reflected emphasis on elbow touches (SC = 0.43), defensive rebounds (SC = 0.35), close touches
(SC = 0.34), close points (SC = 0.33), pull-up points (SC = 0.33) and speed in defense (SC =
-0.33) (see Table 1). There were six cases misclassified (60.0% accuracy) in the all-star group
and seven cases misclassified (97.8% accuracy) in the non all-star group, therefore, the obtained
mathematical model shows high accuracy in classifying the players into their original groups.
Figs 1and 2present the distribution from the discriminant scores in each group of players.
The all-star players presented higher mean scores when compared to non all-star players (3.04
±1.45 and -0.13±0.87, respectively).
Describing different game performance profiles
The cubic clustering criterion (CCC) along with Monte Carlo simulations was used to identify
the optimal number of clusters. The largest value (CCC = 252.6) was obtained for a model of
seven clusters. Therefore, a k-means cluster analysis was performed to create and describe
seven maximal different groups of performance profiles per game. The means and standard
Game Performance in the National Basketball Association
PLOS ONE | DOI:10.1371/journal.pone.0132894 July 14, 2015 5/14
Table 1. Means, standard deviations and structure coefficients from all-star and non all-star categories. The variables expressed as counts were
divided by minutes played.
Group/Variable All-star players Non all-star players Structure coefcients
(n = 15) (n = 324)
Pull-up PPM 0.13±0.09 0.07±0.05 0.33
Pull-up FG% 0.36±0.08 0.34±0.09 0.08
Pull-up 3FG% 0.27±0.13 0.28±0.18 -0.01
Catch and shoot PPM 0.10±0.05 0.12±0.06 -0.09
Catch and shoot FG% 0.43±0.03 0.37±0.07 0.23
Catch and shoot 3FG% 0.36±0.14 0.35±0.11 0.04
Drives PPM 0.09±0.07 0.06±0.05 0.19
Drives FG% 0.50±0.06 0.42±0.15 0.15
Close PPM 0.07±0.07 0.03±0.04 0.33
Close FG% 0.56±0.09 0.55±0.21 0.02
Passes 1.44±0.34 1.22±0.39 0.17
Assists 0.15±0.07 0.09±0.06 0.28
Free-throw assists 0.01±0.01 0.01±0.01 0.14
Secondary assists 0.03±0.02 0.02±0.01 0.15
Assist opportunities 0.28±0.12 0.19±0.11 0.26
Points created assists 0.34±0.15 0.22±0.13 0.29
Blocks 0.02±0.02 0.01±0.01 0.10
Steals 0.03±0.01 0.03±0.01 0.09
OpponentsFGM Rim 0.01±0,00 0.03±0.02 -0.22
Touches 2.10±0.32 1.70±0.43 0.29
Front court touches 1.58±0.41 1.28±0.45 0.20
Close touches 0.09±0.08 0.05±0.04 0.34
Elbow touches 0.13±0.09 0.06±0.05 0.43
Points per touch 0.01±0,00 0.01±0.01 -0.18
Points per half court touch 0.01±0,00 0.02±0.01 -0.17
Time of possession 0.12±0.06 0.08±0.06 0.18
Distance in offense 0.04±0,00 0.04±0,00 -0.18
Distance in defense 0.03±0,00 0.03±0,00 -0.26
Speed in offense (mph) 4.38±0.36 4.50±0.28 -0.13
Speed in defense (mph) 3.65±0.16 3.86±0.20 -0.33
Offensive rebounds 0.04±0.03 0.03±0.02 0.13
OR chances 0.08±0.05 0.06±0.04 0.08
% OR per chance 0.54±0.10 0.51±0.11 0.07
OR uncontested % 0.52±0.17 0.46±0.19 0.10
Defensive rebounds 0.16±0.07 0.11±0.04 0.35
DR Chances 0.24±0.10 0.19±0.07 0.25
% DR per chance 0.66±0.06 0.61±0.06 0.27
DR uncontested % 0.19±0.07 0.18±0.07 0.05
Free-throw % 0.79±0.09 0.71±0.17 0.11
Points per game
a
22.20±4.70 9.20±5.10 *
Minutes played
a
35.90±2.20 22.50±8.80 *
Legend: avariables not entering the discriminant analysis model
*p0.05.
doi:10.1371/journal.pone.0132894.t001
Game Performance in the National Basketball Association
PLOS ONE | DOI:10.1371/journal.pone.0132894 July 14, 2015 6/14
deviations from the variables according to the cluster solutions are presented in Table 2. The
discriminant analysis revealed four statistically significant functions (p.001), however, the
first two yielded a total of 94.7% from the total variance, with canonical correlations of 0.98
and 0.88, respectively. The reclassification of the cases in the original groups was very high
(96.2%).
The structure coefficients from the functions are presented in Table 2. The first function
had stronger emphasis on total distance covered in offense (SC = 0.83) and defense (SC =
0.80), whereas the second function was emphasized by performance obtained in passing-
related variables (see Table 2).
Table 3 presents the differences between clusters in points scored per game, minutes played
and distance from each case (player) to cluster centroid. The clusters 2 and 4 had more playing
minutes and points per game. The clusters 1 and 5 were the most homogeneous, as identified
in smaller distances to group centroid. In addition, player distributions in the seven clusters
Fig 1. Distribution from the discriminant scores across all-star players.
doi:10.1371/journal.pone.0132894.g001
Fig 2. Distribution from the discriminant scores across non all-star players.
doi:10.1371/journal.pone.0132894.g002
Game Performance in the National Basketball Association
PLOS ONE | DOI:10.1371/journal.pone.0132894 July 14, 2015 7/14
Table 2. Means, standard deviations and structure coefficients from the obtained model of clusters. The variables expressed as counts are averages
per game.
Cluster/Variable Cluster 1 Cluster 2 Cluster 3 Cluster 4 Cluster 5 Cluster 6 Cluster 7 Function 1
(78.3%)
Function 2
(16.1%)
Pull-up PPG 0.75±0.68 3.44±2.10 1.53±1.10 5.12±2.05 1.04±0.87 3.17±1.82 1.96±1.46 0.20 0.34
Pull-up FG% 0.31±0.13 0.36±0.05 0.34±0.06 0.38±0.04 0.33±0.08 0.35±0.07 0.36±0.07 0.06 0.05
Pull-up 3FG% 0.29±0.27 0.27±0.10 0.28±0.13 0.32±0.06 0.25±0.17 0.31±0.11 0.25±0.14 0.00 0.06
Catch and shoot PPG 1.60±1.14 4.18±1.79 4.32±2.07 2.99±1.15 2.49±1.61 2.60±1.42 3.12±1.43 0.13 -0.12
Catch and shoot FG% 0.35±0.10 0.41±0.04 0.40±0.05 0.39±0.05 0.37±0.06 0.38±0.07 0.39±0.05 0.07 -0.03
Catch and shoot 3FG% 0.35±0.14 0.36±0.09 0.36±0.10 0.39±0.06 0.33±0.11 0.37±0.09 0.33±0.11 0.02 0.04
Drives PPG 0.68±0.64 2.85±1.87 1.37±0.95 4.11±1.43 0.96±0.77 3.06±1.64 1.93±1.53 0.18 0.31
Drives FG% 0.37±0.23 0.49±0.07 0.43±0.07 0.46±0.05 0.44±0.13 0.44±0.06 0.45±0.10 0.06 0.03
Close PPG 0.33±0.18 1.61±1.49 1.60±0.63 0.41±0.28 0.77±0.31 0.73±0.14 1.18±0.19 0.08 -0.15
Close FG% 0.54±0.30 0.57±0.13 0.58±0.09 0.54±0.11 0.56±0.17 0.48±0.28 0.55±0.11 0.01 -0.08
Passes 13.79
±5.71
46.93
±8.24
29.03
±6.32
61.23
±6.42
22.22
±6.63
47.09
±11.29
31.98
±7.75
0.43 0.59
Assists 0.88±0.65 4.09±1.10 1.87±0.69 6.70±1.52 1.47±0.83 5.07±2.02 2.48±1.09 0.31 0.65
Free-throw assists 0.10±0.05 0.43±0.15 0.22±0.12 0.73±0.24 0.18±0.13 0.53±0.20 0.29±0.15 0.24 0.46
Secondary assists 0.25±0.16 0.90±0.25 0.53±0.18 1.51±0.37 0.38±0.21 1.05±0.39 0.59±0.24 0.30 0.54
Assist opportunities 1.81±1.16 8.07±2.03 3.72±1.32 13.29
±2.75
2.96±1.61 10.03
±3.77
4.92±2.01 0.33 0.69
Points created assists 2.10±1.50 9.63±2.59 4.42±1.63 15.69
±3.47
3.49±1.91 11.79
±4.63
5.85±2.56 0.32 0.65
Blocks 0.15±0.04 0.49±0.32 0.58±0.53 0.22±0.15 0.31±0.28 0.29±0.10 0.39±0.34 0.10 -0.14
Steals 0.36±0.22 1.18±0.41 0.95±0.36 1.33±0.50 0.63±0.26 0.96±0.43 0.90±0.31 0.24 0.12
OpponentsFGM Rim 0.55±0.13 0.52±0.04 0.54±0.04 0.57±0.05 0.53±0.06 0.58±0.09 0.55±0.05 0.00 0.09
Touches per game 19.43
±7.56
66.93
±7.94
42.86
±8.56
82.36
±7.49
30.78
±8.35
64.06
±13.17
45.28
±9.69
0.50 0.60
Front court touches 14.44
±6.52
50.49
±6.84
31.01
±6.89
71.00
±7.64
22.14
±7.67
52.78
±12.59
33.81
±9.35
0.44 0.66
Close touches 0.49±0.12 2.09±1.79 1.96±0.98 0.73±0.35 1.00±0.60 1.08±0.20 1.58±0.54 0.09 -0.12
Elbow touches 0.60±0.19 3.68±2.94 1.82±1.32 1.44±0.71 1.20±1.03 1.74±1.58 1.93±0.13 0.12 -0.04
Points per touch 0.23±0.07 0.27±0.09 0.30±0.06 0.20±0.04 0.24±0.08 0.20±0.07 0.26±0.08 0.06 -0.19
Points per half court touch 0.32±0.11 0.35±0.12 0.42±0.08 0.23±0.05 0.35±0.13 0.25±0.10 0.35±0.11 0.02 -0.24
Time of possession (min
per game)
0.84±0.62 3.12±1.30 1.35±0.51 6.53±0.72 1.25±0.94 4.38±1.67 1.97±1.07 0.28 0.72
Distance in offense
(season total)
14.30
±7.84
97.43
±10.97
87.83
±8.78
94.15
±12.41
42.55
±9.53
33.92
±13.92
67.90
±7.20
0.83 -0.29
Distance in defense
(season total)
12.27
±6.68
81.82
±8.82
77.44
±7.62
75.89
±10.40
37.31
±8.83
28.10
±11.45
59.05
±7.02
0.80 -0.38
Speed in offense (mph) 4.52±0.27 4.39±0.31 4.38±0.31 4.62±0.25 4.49±0.27 4.58±0.25 4.50±0.30 -0.02 0.11
Speed in defense (mph) 3.92±0.21 3.71±0.18 3.85±0.19 3.72±0.15 3.90±0.19 3.74±0.17 3.85±0.20 -0.08 -0.11
Offensive rebounds 0.40±0.31 1.17±0.84 1.15±0.81 0.61±0.28 0.75±0.58 0.70±0.57 0.99±0.73 0.10 -0.12
OR chances 0.79±0.57 2.17±1.51 2.17±1.46 1.38±0.64 1.45±1.14 1.35±0.99 1.90±1.33 0.10 -0.11
% OR per chance 0.52±0.15 0.54±0.07 0.53±0.07 0.45±0.08 0.52±0.09 0.51±0.08 0.51±0.07 -0.01 -0.08
OR uncontested % 0.46±0.25 0.50±0.15 0.52±0.14 0.35±0.12 0.48±0.16 0.38±0.16 0.48±0.14 0.00 -0.13
Defensive rebounds 1.40±0.75 4.87±1.94 3.83±1.65 2.85±0.75 2.25±0.96 3.19±1.48 3.23±1.57 0.20 -0.08
DR Chances 2.30±1.18 7.45±2.68 6.26±2.40 4.65±1.34 3.80±1.52 4.93±2.24 5.23±2.33 0.20 -0.09
% DR per chance 0.61±0.08 0.65±0.06 0.61±0.06 0.62±0.05 0.59±0.05 0.65±0.06 0.61±0.06 0.03 0.07
DR uncontested % 0.17±0.09 0.19±0.06 0.20±0.06 0.13±0.04 0.20±0.07 0.15±0.05 0.19±0.06 0.01 -0.15
Free throw % 0.75±0.14 0.80±0.13 0.80±0.08 0.80±0.09 0.77±0.09 0.73±0.11 0.71±0.22 0.19 0.10
doi:10.1371/journal.pone.0132894.t002
Game Performance in the National Basketball Association
PLOS ONE | DOI:10.1371/journal.pone.0132894 July 14, 2015 8/14
were contrasted against player category, presence in the NBA first team, and specific court
position of players. The all-star players were grouped in clusters 2, 3 and 4. The NBA first team
was grouped in clusters 2 and 4.
Fig 3 presents the territorial map from the cases and created clusters within the space from
the first and second discriminant functions. Players from clusters 4 and 2 exhibited better over-
all performances, however, players from cluster 6 also performed well in variables related to
function 2.
Discussion
This study aimed to compare game performances of all-star and non all-star basketball players
and to identify and describe different basketball game performance profiles in the NBA. In gen-
eral terms, key performance indicators were identified that discriminate all-star players from
non all-stars and, also, the different groupings of performance profiles in competition.
Comparing all-star and non all-star players
As expected, all-star players outperformed non all-star players in performance statistics, partic-
ularly in defensive rebounds, close touches and close points, pull-up points and assists. (Note.
These results may be confounded in that the distinction between all-star and non all-star play-
ers is determined by sportswriters and broadcasters. This said, discrimination between these
prejudged player groups is reflected in some game performance variables as reported in this
study.)
Noted previously, the variables obtained from the tracking systems allow use of court loca-
tions for better understanding several game statistics. Therefore, these results increase knowl-
edge of basketball game behavior by identifying key performance variables and by reducing
prior emphasis on the importance of distance covered and velocity. The reclassification
obtained was very high and hence affirms accuracy of the mathematical model.
The close touches and points were identified as key variables, suggesting that all-star players
performed consistently better than non all-star players within 12 feet of the basket. These court
locations are highly concentrated with teammates and opponents with frequent physical
Table 3. Player distributions in the seven clusters contrasted against player category, NBA first team and player specific court position.
Cluster Cluster 1 Cluster 2 Cluster 3 Cluster 4 Cluster 5 Cluster 6 Cluster 7 TOTAL
Points per game 4.4±2.3 17.8±6.3 12.8±3.4 16.6±3.7 7.2±2.9 12.9±4.3 11.5±4.1 hs (1)(5)(3,6,7) (2,4)
Minutes played 12.6±5.0 34.5±3.2 30.9±3.4 33.8±2.2 19.7±4.2 28.8±5.2 26.9±4.3 hs (1)(5)(6,7)(6,3)(2,4)
Distance cases to centroid 14.5±5.1 20.2±6.8 20.8±6.8 19.3±8.4 16.1±5.3 22.3±9.6 17.9±7.0 hs (1,5)(2,4,5,7)
(2,3,4,6,7)
Non all-star players 93
(28.7%)
21 (6.5%) 37
(11.4%)
18 (5.6%) 74
(22.8%)
24 (7.4%) 57
(17.6%)
324 (100%)
All-star players 0 (0.0%) 8 (53.3%) 2 (13.3%) 5 (33.3%) 0 (0.0%) 0 (0.0%) 0 (0.0%) 15 (100%)
NBA rst team 0 (0%) 4 (80%) 0 (0%) 1 (20%) 0 (0%) 0 (0%) 0 (0%) 5 (100%)
Guards (12) 33
(19.1%)
15 (8.6%) 15 (8.6%) 23
(13.3%)
35
(20.2%)
18
(10.4%)
34
(19.6%)
173 (100%)
Forwards (34) 28
(24.4%)
13
(11.3%)
23
(20.0%)
0 (0.0%) 31
(27.0%)
1 (0.1%) 16
(15.7%)
115 (100%)
Centers (5) 3 (23.1%) 1 (7.7%) 1 (7.7%) 0 (0.0%) 3 (23.1%) 0 (0.0%) 5 (38.5%) 13 (100%)
Unclear position or missing
values
29
(67.4%)
0 (0.0%) 0 (0.0%) 0 (0.0%) 9 (20.9%) 5 (11.6%) 0 (0.0%) 43 (100%)
Legend: hspost-hoc homogeneous subsets Tukey test.
doi:10.1371/journal.pone.0132894.t003
Game Performance in the National Basketball Association
PLOS ONE | DOI:10.1371/journal.pone.0132894 July 14, 2015 9/14
contact between players. These complex actions require high anticipatory skills [29] and all-
star players outperform non all-stars in producing these complex skills under extreme adverse
conditions [2022]. Also, related with these findings, all-star players demonstrated the ability
to score pull-up points, again showing how well these players perceive environmental informa-
tion and adapt their behavior accordingly [30,31], as they strive to reach a better position from
which to score (oftentimes using one or more dribble actions before shooting, for example).
Several studies from basketball [32], football [33] and futsal [34] analyzing space-time dynam-
ics of player dyads inform how the formation of playing patterns are influenced by scoring
targets (i.e., baskets and goals). This higher ability to perceive the environment requires a devel-
oped attention span [35,36], perhaps evidenced in the higher number of assists given that
assists constitute passes to a teammate leading directly to a subsequent field goal.
The distance covered and average speeds were not discriminant variables between the all-
star and non all-star players. Until the availability of recent technology, getting reliable time
motion data in basketball games has been difficult to acquire and, as such, low accuracy in the
measures reported and/or small sample sizes have been a concern since early times [37]. The
present results however provide measures of distance and velocity from an entire NBA season
that are considered reliable [13,14], despite the 25 Hz sampling frequency limitation [16].
Although discriminant analysis only emphasized velocity in defense, there seems to be a ten-
dency for all-star players to cover slightly shorter distances at lower average velocities. This
Fig 3. Territorial map from the cases and created clusters.
doi:10.1371/journal.pone.0132894.g003
Game Performance in the National Basketball Association
PLOS ONE | DOI:10.1371/journal.pone.0132894 July 14, 2015 10 / 14
might be important in that it is consistent with previous observations on the enhanced attune-
ment of players to perceive affordances [38,39]. Thus, all-star players may well make less mis-
takes when deciding when and where to run in both offense and defense, possibly taking
shorter paths to reach their destinations. These fewer mistakes in a game might well result in
lower distances covered by these players. In addition, these considerations might also suggest
that all-star players are more efficient, having less energy demands placed on them during a
game. In fact, research suggests that motor efficiency achieved through intensive training, leads
to improved perception, focus, anticipation, planning and fast responses [40]. The finding of
lower defensive velocities for all-star players may reinforce this observation, but might also sug-
gest that these players might be focusing their efforts more on offensive performances, as they
are more complex and depend more upon their high level expertise [22,41].
Describing different game performance profiles
The results reported different performance profiles for different player groupings. There were
seven different groups identified by the analysis, obtaining very high reclassifications of the
cases (96.2%). These groupings, based on total distance covered in the season and performance
per game, might be used in developing specific playing profiles that, taking into consideration
the influence of individual differences and functional variability, may serve as baseline to facili-
tate optimizing practice planning and game performance.
The clusters 2, 3 and 4 performed best at discriminant variables from function 1 (78.3% of
total variance) and they contained all of the all-star players. These players participated in more
than 30 minutes per game and scored many points per game (from 12.8±3.4 to 17.8±6.3). As
an effect of these higher playing times, the most discriminant variables of this function were
the distances covered either in defense or offense. Other discriminant variables included partic-
ipation in offense (touches and front court touches) and passing-related variables (passes,
assists, secondary assists, assists opportunities and points created by assists). There are also
unique traits from each cluster that could be used to optimize the training process. For exam-
ple, due to their high playing times in game competition, players from cluster 2 are likely high
conditioned players, however, they should also give the most concern for coaches when plan-
ning recovery time between games [42]. Conversely, players from cluster 4 comprised all
guards or shooting guards with extremely high values from time of possession, touches per
game or passing-related variables. This is key information for coaches to optimize representa-
tive task designs that enable players to perceive adequate environmental information and to
subsequently act accordingly [25,30,43]. Finally, players from cluster 3 demonstrated less pos-
session time and touches, despite the higher minutes of play, which suggests a predominant
defensive role for these players. The defensive tasks are particularly related to player fitness var-
iables as high-level defensive performances seem to require higher energy demands [44] and
these kind of tasks are therefore particularly related to player fitness variables.
In addition, the worst performance variables in function 1 belong to players from cluster 1,
as they exhibited lower playing times (12.6±5.0) distributed equally on playing position. In
fact, the most unclear player positions (and missing values), in reference to players that can
play in several different positions, were grouped in this cluster. Therefore, these results might
be suggesting a profile of an all-round player that can be used in a game to serve multiple pur-
poses, or a profile of a very specialized player (e.g. in shooting or rebounding). Together with
workload compensation of reduced playing time, coaching staffs can modify the tasks to opti-
mize the performance produced by these all-round players or specialists.
When adding the results from the second discriminant analysis function, clusters 4 and 6
emerge as active performers in the analyzed variables, such as time in possession, touches,
Game Performance in the National Basketball Association
PLOS ONE | DOI:10.1371/journal.pone.0132894 July 14, 2015 11 / 14
passing, pull-up points and drives per game. These results confirm the guards profile (in cluster
4) identified previously, and also for players in cluster 6. In fact, there is an important require-
ment to adjust the tasks required of these players in order to fine-tune the environmental infor-
mation necessary for information pick-up in game play [30,45]. From the same perspective,
players from cluster 3, identified as defensive-related, demonstrate less activity in these vari-
ables, consistent with their roles in the game.
Conclusions
In summary, this study provided analysis of an NBA regular season using player-tracking vari-
ables and notation data. It was found that all-star players performed consistently better than
non all-star players within 12 feet of the basket, possibly a result of optimized attention pro-
cesses that are key for perceiving the required appropriate environmental information for
action production. In addition, different groupings were identified based on playing perfor-
mance, particularly in relation to the roles of scoring, passing, defensive and all-round duties.
These findings can be used to optimize preparation for individual player groupings and, ulti-
mately, improve game performances of the players and teams.
Acknowledgments
This study was part of a project registered at the Portuguese Foundation for Science (FCT,
PEst-OE/SAU/UI4045/2015).
Author Contributions
Conceived and designed the experiments: JS TM. Performed the experiments: JS TM JC SJ XS
MB. Analyzed the data: JS TM. Contributed reagents/materials/analysis tools: JS TM. Wrote
the paper: JS TM JC SJ XS MB.
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Game Performance in the National Basketball Association
PLOS ONE | DOI:10.1371/journal.pone.0132894 July 14, 2015 14 / 14
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... The performance of the basketball player under different scoring modes is also studied, including the way and position of possessing the ball, play configuration and defensive state (Almeida et al., 2016). The performance of players in passing, dribbling, and shooting can also be evaluated by scoring offense and ball control (Cervone et al., 2014), and all-star and nonall-star NBA players are compared by statistical performance data (Sampaio et al., 2015). In addition to analysing players' performance based on statistical characteristics of historical data, neural network-based methods are also widely used. ...
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Sports involve commonly players and equipment of high dynamics. Their location and motion data are essential for sports digitalization-related applications, such as from monitoring player skill level to even media presentation of sports. Location and motion data of players and equipment are important elements for precision sport analytics. With the popularization of the Internet of things, a variety of sports location and motion tracking technologies have advanced in terms of sensors and tracking methodologies to achieve ubiquitous coverage from outdoors to indoors, higher precision, and applicability for increasing sports scenarios. This paper presents a systematic survey on location and motion tracking technologies that have been applied in sports to drive various sports-related analytics and applications. First, several wearable sensor-based technologies are introduced with their principles, advantages and shortages in sports, and the location and motion tracking methods of each technology. Then, vison-based technology and its methodologies that detect, track, and recognize objects including human and equipment in sports are illustrated. Furthermore, sports-related data analytics and applications are presented using location and motion data of human and equipment. Data privacy and ethics are also focused based on the location and motion tracking technologies. Finally, challenges and further development of location and motion tracking in precision sports are discussed. The comprehensive survey provides a survey about state-of-the-art of location and motion sensors and methodologies, as well future trends of these technologies , which are beneficial for developing forthcoming precision sports.
... 57 These data are readily available for fans and scientists to analyze, and recent sports medicine literature has used this data to assess player performance. 58 Similar to the NBA, Major League Baseball introduced StatCast in 2015, a spatiotemporal tracking system using a standardized optical camera system as well as radar technology to track player and ball movement. 59 This measurement system provides data on player positioning, sprinting speed, reaction time, hitting distance, launch angle, batted ball exit velocity, as well as various pitching metrics including velocity, pitch movement, and ball spin rate. ...
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Sports medicine literature has historically reported return to sport rates, but recent interest has shifted to return to previous performance. However, the measurement and understanding of performance in the elite athlete population has continued to evolve. Recent advancements in sport analytics, wearable technology, and player-tracking systems have improved our understanding of performance in the elite athlete. Sports medicine researchers should collaborate with sports science teams to continue investigating the validity and reliability of emerging technology, assist in interpretation of big data, and remain accountable to the goals of our athletic population. Future studies in sports medicine should consider using these detailed, granular assessments to address the demands of the elite athlete population.
... Other simple clustering algorithms, such as the popular k-means, have been successfully used for analyzing basketball data. For instance, Sampaio et al. (2015), grouped players based on performance, employing attacking, defense, and passing statistics. More recently, Nistala and Guttag (2019) provided a classification of players' movements based on Euclidean distance. ...
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Following the introduction of high-resolution player tracking technology, a new range of statistical analysis has emerged in sports, specifically in basketball. However, such high-dimensional data are often challenging for statistical inference and decision making. In this article we employ a state-of-the-art Bayesian mixture model that allows the estimation of heterogeneous intrinsic dimension (ID) within a dataset, and we propose some theoretical enhancements. Informally, the ID can be seen as an indicator of complexity and dependence of the data at hand, and it is usually assumed unique. Our method provides the capacity to reveal valuable insights about the hidden dynamics of sports interactions in space and time which helps to translate complex patterns into more coherent statistics. The application of this technique is illustrated using NBA basketball players' tracking data, allowing effective classification and clustering. In movement data the analysis identified key stages of offensive actions, such as creating space for passing, prepara-tion/shooting, and following through which are relevant for invasion sports. We found that the ID value spikes, reaching a peak between four and eight seconds in the offensive part of the court, after which it declines. In shot charts we obtained groups of shots that produce substantially higher and lower successes. Overall, game-winners tend to have a larger intrinsic dimension, indicative of greater unpredictability and unique shot placements. Similarly, we found higher ID values in plays when the score margin is smaller rather than larger. The exploitation of these results can bring clear strategic advantages in sports games.
... In conventional methods, which do not follow a learning-based approach, researchers in various fields have evaluated the characteristics of multi-agent behaviors based on their experience and established theories. For example, based on hypotheses, researchers have calculated the distances and relative phases of two athletes (e.g., [10,26,27]), the speeds of movements (e.g., [28]), the frequencies and angles of actions (e.g., shots [29] and passes [30][31][32]), as well as their representative values (e.g., average and maximum values). Measurement systems with greater spatiotemporal resolution (e.g., motion capture systems and force platforms) can analyze skillful maneuvers [33,34] in terms of their cognition [35,36], force [37], and torque [38]. ...
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Understanding the principles of real-world biological multi-agent behaviors is a current challenge in various scientific and engineering fields. The rules regarding the real-world biological multi-agent behaviors such as those in team sports are often largely unknown due to their inherently higher-order interactions, cognition, and body dynamics. Estimation of the rules from data, i.e., via data-driven approaches such as machine learning, provides an effective way to analyze such behaviors. Although most data-driven models have non-linear structures and high predictive performances, it is sometimes hard to interpret them. This survey focuses on data-driven analysis for quantitative understanding of behaviors in invasion team sports such as basketball and football, and introduces two main approaches for understanding such multi-agent behaviors: (1) extracting easily interpretable features or rules from data and (2) generating and controlling behaviors in visually-understandable ways. The first approach involves the visualization of learned representations and the extraction of mathematical structures behind the behaviors. The second approach can be used to test hypotheses by simulating and controlling future and counterfactual behaviors. Lastly, the potential practical applications of extracted rules, features, and generated behaviors are discussed. These approaches can contribute to a better understanding of multi-agent behaviors in the real world.
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Physical education teachers need valid, low-cost, subjective techniques as an alternative to high-cost new technologies to monitor students’ intensity monitoring. This study aimed to investigate the correlations between both objective and subjective external (eTL) and internal (iTL) intensities. A total of 95 primary education students participated in this study. In this regard, 40 played soccer, and 55 performed basketball tasks, recording a total of 3956 units of analysis. The intensities caused by the different soccer and basketball tasks were measured using objective techniques (inertial devices and heart rate monitors) and subjective techniques (a sheet of task analysis and ratings of perceived exertion). Matrix scatter plots were made to show the values of two variables for a dataset. In this regard, adjustment lines were plotted to determine the trend of the correlations. Then, Spearman’s correlation was calculated to measure the association between two variables. Despite the low correlation levels obtained, the main results showed significant positive correlations between the intensities. This means that the high intensity values recorded by objective techniques also implied high intensity values recorded by subjective techniques, and vice versa. Negative correlations (r Rho = −0.19; p = 0.00) were only found between the following eTL variables: task eTL per minute (subjective technique) and player load per minute (objective technique). This negative correlation occurred when students played in the same 3 vs. 3 game situation without variability in subjective eTL (M ± SD, 28.00 ± 0.00). Therefore, subjective eTL and iTL techniques could be proposed as a suitable alternative for planning and monitoring the intensities supported by students in physical education classes. Moreover, these subjective techniques are easy to use in schools.
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Basketball games and training sessions are characterized by quick actions and many scoring attempts, which pose biomechanical loads on the bodies of the players. Inertial Measurement Units (IMUs) capture these biomechanical loads as PlayerLoad and Inertial Movement Analysis (IMA) and teams collect those data to monitor adaptations to training schedules. However, the association of biomechanical loads with game performance is a relatively unexplored area. The aims of the current study were to determine the statistical relations between biomechanical loads in games and training with game performance. Biomechanical training and game load measures and player-level and team-level game stats from one college basketball team of two seasons were included in the dataset. The training loads were obtained on the days before gameday. A three-step analysis pipeline modeled: (i) relations between team-level game stats and the win/loss probabilities of the team, (ii) associations between the player-level training and game loads and their game stats, and (iii) associations between player-level training loads and game loads. The results showed that offensive and defensive game stats increased the odds of winning, but several stats were subject to positional and individual performance variability. Further analyses, therefore, included total points [PTS], two-point field goals, and defensive rebounds (DEF REB) that were less subject to those influences. Increases in game loads were significantly associated with game stats. In addition, training loads significantly affected the game loads in the following game. In particular, increased loads 2 days before the game resulted in increased expected game loads. Those findings suggested that biomechanical loads were good predictors for game performance. Specifically, the game loads were good predictors for game stats, and training loads 2 days before gameday were good predictors for the expected game load. The current analyses accounted for the variation in loads of players and stats that enabled modeling the expected game performance for each individual. Coaches, trainers, and sports scientists can use these findings to further optimize training plans and possibly make in-game decisions for individual player performance.
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There is scarce research into the use of Strive Sense3 smart compression shorts to measure external load with accelerometry and muscle load (i.e., muscle activations) with surface electromyography in basketball. Sixteen external load and muscle load variables were measured from 15 National Collegiate Athletic Association Division I men’s basketball players with 1137 session records. The data were analyzed for player positions of Centers (n = 4), Forwards (n = 4), and Guards (n = 7). Nonparametric bootstrapping was used to find significant differences between training and game sessions. Significant differences were found in all variables except Number of Jumps and all muscle load variables for Guards, and all variables except Muscle Load for Forwards. For Centers, the Average Speed, Average Max Speed, and Total Hamstring, Glute, Left, and Right Muscle variables were significantly different (p < 0.05). Principal component analysis was conducted on the external load variables. Most of the variance was explained within two principal components (70.4% in the worst case). Variable loadings of principal components for each position were similar during training but differed during games, especially for the Forward position. Measuring muscle activation provides additional information in which the demands of each playing position can be differentiated during training and competition.
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The aim of this study was to identify the intra-game variation from four performance indicators that determine the outcome of basketball games, controlling for quality of opposition. All seventy-four games of the Basketball World Championship (Turkey 2010) were analyzed to calculate the performance indicators in eight 5-minute periods. A repeated measures ANOVA was performed to identify differences in time and game outcome for each performance indicator. The quality of opposition was included in the models as covariable. The effective field goal percentage (F=14.0 p <.001, ç2=.09) influenced the game outcome throughout the game, while the offensive rebounds percentage (F=7.6 p <.05, ç2=.05) had greater influence in the second half. The offensive (F=6.3, p <.05, ç2=.04) and defensive (F=12.0, p <.001, ç2=.08) ratings also influenced the outcome of the games. These results may allow coaches to have more accurate information aimed to prepare their teams for the competition.
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The purpose of this study was to determine the relationship between visual tracking speed (VTS) and reaction time (RT) on basketball specific measures of performance. Twelve professional basketball players were tested prior to the 2012-2013 season. VTS was obtained from one core session (20 Trials) of the multiple object tracking test, while RT was measured via fixed- and variable-region choice-reaction tests, using a light-based testing device. Performance in VTS and RT, were compared to basketball specific measures of performance (assists [AST]; turnovers [TO]; assist-to-turnover ratio [AST/TO]; steals [STL]) during the regular basketball season. All performance measures were reported per 100 min played. Performance differences between backcourt (guards; n=5) and frontcourt (forwards/centers; n=7) positions were also examined. Relationships were most likely present between VTS and AST (r=0.78; p<0.003), STL (r=0.77; p<0.003), and AST/TO (r=0.78; p<0.003), while a likely relationship was also observed with TO (r=0.49; p<0.109). RT was not related to any of the basketball specific performance measures. Back-court players were most likely to outperform frontcourt players in AST and very likely to do so for VTS, TO, and AST/TO. In conclusion, VTS appears to be related to a basketball player's ability to see and respond to various stimuli on the basketball court that results in more positive plays as reflected by greater number of assists and steals, and lower turnovers.
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Stuart Kauffman here presents a brilliant new paradigm for evolutionary biology, one that extends the basic concepts of Darwinian evolution to accommodate recent findings and perspectives from the fields of biology, physics, chemistry and mathematics. The book drives to the heart of the exciting debate on the origins of life and maintenance of order in complex biological systems. It focuses on the concept of self-organization: the spontaneous emergence of order widely observed throughout nature. Kauffman here argues that self-organization plays an important role in the emergence of life itself and may play as fundamental a role in shaping life's subsequent evolution as does the Darwinian process of natural selection. Yet until now no systematic effort has been made to incorporate the concept of self-organization into evolutionary theory. The construction requirements which permit complex systems to adapt remain poorly understood, as is the extent to which selection itself can yield systems able to adapt more successfully. This book explores these themes. It shows how complex systems, contrary to expectations, can spontaneously exhibit stunning degrees of order, and how this order, in turn, is essential for understanding the emergence and development of life on Earth. Topics include the new biotechnology of applied molecular evolution, with its important implications for developing new drugs and vaccines; the balance between order and chaos observed in many naturally occurring systems; new insights concerning the predictive power of statistical mechanics in biology; and other major issues. Indeed, the approaches investigated here may prove to be the new center around which biological science itself will evolve. The work is written for all those interested in the cutting edge of research in the life sciences.
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Transforming theoretical insight into applicable information that can be utilized in practice is a major goal in sports science. The purpose of this study was to analyse those technical and tactical elements of basketball, which distinguish the winning qualities in modern European basketball. A total of 53 basketball games from the European Basketball Championships in France (1999) and Spain (1997), from the Olympic Games Basketball Tournament in Atlanta (1996) as well as from the World Championship of basketball in Greece (1998), was analysed in this study. Evaluation was made through observation of 53 videotaped basketball games which took place in the aforementioned tournaments. Results indicated that defensive rebounds, successful two and three points shooting and unsuccessful three points shooting were the top four indicators of successful performance.
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Modern techniques of sports performance analysis enable the sport scientist, coach and athlete to objectively assess, and therefore improve upon, sporting performance. They are an important tool for any serious practitioner in sport and, as a result, performance analysis has become a key component of degree programmes in sport science and sports coaching. Research Methods for Sports Performance Analysis explains how to undertake a research project in performance analysis including: selection and specification of a research topic the research proposal gaining ethical approval for a study developing a performance analysis system testing a system for reliability analysing and discussing data writing up results. Covering the full research cycle and clearly introducing the key themes and issues in contemporary performance analysis, this is the only book that sports students will need to support a research project in performance analysis, from undergraduate dissertation to doctoral thesis. Including case studies, examples and data throughout, this book is essential reading for any student or practitioner with an interest in performance analysis, sports coaching or applied sport science.
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Basketball coaches often refer to their teams' success or failure as a product of their players' performances at the free-throw line. In the present study, play-by-play records of 490 NCAA Division I men's basketball games were analyzed to assess the percentage of points scored from free-throws at various stages of the games. About 20% of all points were scored from free-throws. Free-throws comprised a significantly higher percentage of total points scored during the last 5 minutes than the first 35 minutes of the game for both winning and losing teams. Also, in the last 5 minutes of 246 games decided by 9 points or less and 244 decided by 10 points or more, winners scored a significantly higher percentage of points from free-throws than did losers. Suggestions for structuring practice conditions are discussed.
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The purpose of the present study was to determine the responses of testosterone and cortisol, with special reference to playing positions, playing time and phase of the season. We carried out a follow-up study during four consecutive seasons to investigate the effects of playing time, positional role and phase of the season on anabolic-catabolic biomarkers (plasma total testosterone -TT- and cortisol -C-) on twenty professional male basketball players (27.0 ± 4.2 y; 24.4 ± 1.2 kg/m). First blood samples were collected right after the off-season period and considered as baseline. Samples were taken periodically every 4 to 6 weeks, always after a 24-36h break following the last game played. Statistical procedures were non-parametric mainly. Hormonal status was playing position-dependent, power forwards showed the lowest TT values (med ± IQR; PF: 18.1 ± 4.9; nMol/l) and small forwards the highest ones of C (0.55 ± 0.118 µMol/l). Players who played between 13 to 25-min per game showed the highest values of TT (22.8 ± 6.9 nMol/l) and TT/C (47.1 ± 21.2). March and April showed the most catabolic and/or stressed hormonal state (low TT/C values and high ones of C), and that is necessary to take into account according to playing time (>25-min per game) and specific playing position. Monitoring plasma TT and C is recommended to prevent excessive stress caused by professional basketball season requirements.