Early research into how goals were scored in association football (Reep and Benjamin, 1968) may have shaped the tactics of British football. Most coaches have been affected, to a greater or lesser extent, by the tactics referred to as the "long-ball game" or "direct play", which was a tactic employed as a consequence of this research. Data from these studies, published in the late 1960s, have been reconfirmed by analyses of different FIFA World Cup tournaments by several different research groups. In the present study, the number of passes that led to goals scored in two FIFA World Cup finals were analysed. The results conform to that of previous research, but when these data were normalized with respect to the frequency of the respective lengths of passing sequences, there were more goals scored from longer passing sequences than from shorter passing sequences. Teams produced significantly more shots per possession for these longer passing sequences, but the strike ratio of goals from shots is better for "direct play" than for "possession play". Finally, an analysis of the shooting data for successful and unsuccessful teams for different lengths of passing sequences in the 1990 FIFA World Cup finals indicated that, for successful teams, longer passing sequences produced more goals per possession than shorter passing sequences. For unsuccessful teams, neither tactic had a clear advantage. It was further concluded that the original work of Reep and Benjamin (1968), although a key landmark in football analysis, led only to a partial understanding of the phenomenon that was investigated.
The aims of this paper are to examine the application of performance indicators in different sports and, using the different structural definitions of games, to make general recommendations about the use and application of these indicators. Formal games are classified into three categories: net and wall games, invasion games, and striking and fielding games. The different types of sports are also sub-categorized by the rules of scoring and ending the respective matches. These classes are analysed further, to enable definition of useful performance indicators and to examine similarities and differences in the analysis of the different categories of game. The indices of performance are sub-categorized into general match indicators, tactical indicators, technical indicators and biomechanical indicators. Different research examples and the accuracy of their presentation are discussed. We conclude that, to enable a full and objective interpretation of the data from the analysis of a performance, comparisons of data are vital. In addition, any analysis of the distribution of actions across the playing surface should also be presented normalized, or non-dimensionalized, to the total distribution of actions across the area. Other normalizations of performance indicators should also be used more widely in conjunction with the accepted forms of data analysis. Finally, we recommend that biomechanists should pay more attention to games to enrich the analysis of performance in these sports.
The existence of structure in sport competition is implicated in the widespread practice of using the information gathered from a past contest to prepare for a future contest. Based on this reasoning, we previously analysed squash match-play for evidence of signature traits from among the stochastic relations between the various types of shot. The mixed findings from these analyses led us to re-analyse squash match-play as a dynamical system. Here, we extend this line of investigation with some suggestions as to how various sports might be described further within this theoretical framework. We offer some examples of dynamical interactions in dyadic (i.e. one vs one) and team (e.g. many vs many) sports, as well as some predictions from a dynamical systems analysis for these types of sports contests. This paper should serve to initiate further research into the complex interactions that occur in sport competition.
This paper overviews the diverse information technologies that are used to provide athletes with relevant feedback. Examples taken from various sports are used to illustrate selected applications of technology-based feedback. Several feedback systems are discussed, including vision, audition and proprioception. Each technology described here is based on the assumption that feedback would eventually enhance skill acquisition and sport performance and, as such, its usefulness to athletes and coaches in training is critically evaluated.
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