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SciSports Events
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Written by Jurre van Laarhoven
Updated over a week ago

You can now download the SciSports Event XML via the Data Center. Using SciSports events, we now support a SportsCode XML Export to conduct video analysis. More information can be found here.

Below you will find the supported events on team & player level for the SciSports Events XML.


Substitute

Definition:

The act of replacing one player with another during a match.

Note:

When players sub during halftime, the event will contain the first few seconds of the 2nd half.


Set Piece: Goal Kick

Definition:

A method of restarting play from the defending team's goal area when the attacking team last touched the ball before it went out of bounds over the backline without resulting in a goal.

Note:

Data suppliers utilize broadcast feeds to gather information. These feeds frequently contain replays, particularly during the execution of a goalkick. Consequently, these kickoffs are either overlooked or incorrectly recorded. For instance, the player who performed the goalkick might be incorrectly identified, or the timestamps related to the goalkick may be somewhat inaccurate.


Set Piece: Kick Off

Definition:

The initial method of starting a match with one team taking a kick from the centre of the field at the beginning of each half and after a goal has been scored.

Note:

Data suppliers utilize broadcast feeds to gather information. These feeds frequently contain replays, particularly during the execution of a kickoff after a goal. Consequently, these kickoffs are either overlooked or incorrectly recorded. For instance, the player who performed the kickoff might be incorrectly identified, or the timestamps related to the kickoff may be somewhat inaccurate.


Set Piece: Throw In

Definition:

A method of restarting play when the ball has gone out of bounds over the touchline, with the opposing team throwing the ball back into play. Throw-ins that are crossed are excluded from this event type.


Set Piece: Crossed Throw In

Definition:

A type of throw-in where the player throws the ball towards the opponent's box.


Set Piece: Crossed Free Kick

Definition:
A free kick is taken where a player puts the ball back into play, typically aimed towards the opponent's goal area.


Set Piece: Free Kick | Own Half

Definition:
A free kick is taken by a team in their own half of the field.

Note:

When a free kick is taken near the midline due to small inaccuracies between the start location and the event's start time, a free kick can be misclassified.


Set Piece: Free Kick | Att. Half

Definition:
A free kick is awarded to a team in the opponent's half of the field.

Note:

When a free kick is taken near the midline due to small inaccuracies between the start location and the event's start time, a free kick can be misclassified.


Set Piece: Corner

Definition:
A method of restarting play from the corner of the field, awarded to the attacking team when the ball has fully crossed the goal line without resulting in a goal, having last been touched by the defending team.


GK Claim

Definition:
The action of the goalkeeper catching or grabbing the ball in the air, successfully gaining control of it, typically intercepting a cross.


GK Save

Definition:
The action of the goalkeeper preventing a shot from entering the goal, typically by blocking or deflecting the ball away.

Note:
A save does not necessarily have to be hard to be classified as a save. Therefore both easy and hard saves will be included in this event.


GK Pick Up

Definition:
The action of the goalkeeper picking up the ball.


GK Punch

Definition:
The goalkeeper strikes the ball with a closed fist, typically used to clear the ball away from the goal area or redirect it to a safer location.


GK Throw

Definition:
The action of the goalkeeper throwing the ball to a teammate.


GK Pass: Open Play

Definition:

A pass made by the goalkeeper during open play, where the ball is aimed to a teammate.


Own Goal

Definition:
When a player inadvertently scores a goal against their own team by putting the ball into their own goal.


Possession Loss

Definition:

The moment when a team loses control of the ball, either through an unsuccessful pass, a tackle by the opposing team, or another circumstance resulting in the opposing team gaining possession.


Foul

Definition:
A violation of the rules committed by a player, typically involving unfair contact or behaviour towards an opponent.


Foul: Yellow Card

Definition:
Disciplinary action is taken by the referee, shown as a yellow card, to caution a player for a foul or misconduct.


Foul: Red Card

Definition:
Disciplinary action taken by the referee, shown as a red card, to dismiss a player from the match due to serious foul play or accumulated offences.


Cross: Open Play

Definition:

A pass or shot played from the wide areas of the field towards the box, typically aimed at finding a teammate in a scoring position.


Pass: Open Play

Definition:
A deliberate transfer of the ball from one player to another during open play, using any part of the body except the arms and hands.

Note:

This event will start 3 seconds before the pass was given and end 3 seconds after the pass was given. However, video analysis tools will merge events that overlap together. When there is a sequence of passes within a short time window, this will lead to one event with a longer duration, in which the text or labels will be merged.


Pass (Successful): Open Play

Definition:
A pass that successfully reaches a teammate during open play.

Note:

This event will start 3 seconds before the pass was given and end 3 seconds after the pass was given. However, video analysis tools will merge events that overlap together. When there is a sequence of passes within a short time window, this will lead to one event with a longer duration, in which the text or labels will be merged.


Pass: Open Play | Final 3rd

Definition:
A deliberate transfer of the ball from one player to another during open play, using any part of the body except the arms and hands that starts in the final third of the team in possession.

Note:

This event will start 3 seconds before the pass was given and end 3 seconds after the pass was given. However, video analysis tools will merge events that overlap together. When there is a sequence of passes within a short time window, this will lead to one event with a longer duration, in which the text or labels will be merged.


Pass (Successful): Open Play | Final 3rd

Definition:
A successful pass originates from the final third and reaches the intended recipient, potentially leading to a scoring opportunity.


Pass (Successful): Between Lines

Definition:
A successful between-the-lines pass is an advanced tactic where a pass is initiated behind the opponent's midfield, penetrating through their defensive layers and landing between their midfield and defensive blocks.

Note:

The four rearmost outfield players (defensive) and the three players forward (midfield) determine the defensive and midfield blocks. The pass must be completed within the central area of the field, not the flanks.

This event is only available when both tracking- AND event data are available.


Pass (Successful): Behind last Line

Definition:

A successful pass played behind the last line of defense of the opposing team, often providing an opportunity for the receiving player to create a scoring chance.

Note:

The defensive block is determined by the four rearmost outfield players (defensive). The pass should be behind this line, which is the mean position in the longitudinal direction. Therefore it is not necessarily behind the lowest player in that line.

This event is only available when both tracking- AND event data are available.


Pass (Successful): Open Play | Switch

Definition:

A successful pass played from one side of the field to the other during open play, usually to change the point of attack or exploit open space.


Pass (Successful): Key Pass

Definition:

A successful pass that directly leads to a goal-scoring opportunity, typically a shot.


Pass (Successful): Pre-Key Pass

Definition:

A successful pass that sets up the key pass, contributing to the creation of a goal-scoring opportunity.


Pass (Successful): Assist

Definition:

A successful pass that directly leads to a goal scored by a teammate.


Penetration: Final 3rd

Definition:

The act of successfully advancing the ball from the middle third to the final third, usually through dribbling or passing, with the intention of creating a goal-scoring opportunity.


Penetration: Score Box

Definition:

The act of successfully entering the penalty area (score box), usually through dribbling or passing, with the intention of creating a goal-scoring opportunity.


Shot

Definition:

An attempt to score a goal by striking the ball towards the opponent's goal.


Shot: Goal

Definition:

A shot that results in a goal being scored.


Shot: on Target

Definition:

A shot that is aimed towards the goal and is either a goal or without a save would result in a goal.


Shot: Wide

Definition:

A shot that misses the target and does not come close to scoring, typically going wide of the goalposts.


Shot: Big Chance

Definition:

A scoring opportunity that is considered to have a high probability of resulting in a goal, often due to the quality of the chance or the proximity to the goal.


Defensive: Ball Recovery

Definition:

The act of regaining possession of the ball by the defending team, usually by picking up a loose ball.

This event is not supported by ORTEC


Defensive: Clearance

Definition:

The act of kicking or heading the ball away from the defending team's goal area to alleviate immediate danger or to reset play.


Defensive: Interception

Definition:

The act of interrupting an opponent's pass or intended play by gaining control of the ball before it reaches its intended target.


Defensive: Shot Blocked

Definition:

The act of blocking an opponent's shot attempt, typically by positioning oneself in the path of the ball to prevent it from reaching the goal.


Duel: Tackle

Definition:

A physical challenge between two players, where one attempts to dispossess the other. Both successful and unsuccessful tackles are included in this event.

Note:
A tackle might, but does not have to be a sliding.


Duel: Take On

Definition:

The act of attempting to bypass an opponent by dribbling past them, typically in a one-on-one situation.


Duel: Take On Faced

Definition:

The act of being the defending player facing an opponent who is attempting to dribble past them.


Duel: Air Duel

Definition:

A challenge in the air between two players, typically contesting for the ball using their heads or bodies.


Possession: open_play

Definition:

This event contains a single possession of a team that started in an open-play situation. The event ends when the possession is ended.

Note:

A possession may comprise multiple events, such as several passes, while in certain instances, it might be limited to a solitary event.


Possession: throw_in

Definition:

This event contains a single possession of a team that started from a throw-in. The event ends when the possession is ended.

Note:

A possession may comprise multiple events, such as several passes, while in certain instances, it might be limited to a solitary event.


Possession: free_kick

Definition:

This event contains a single possession of a team that started from a free-kick. The event ends when the possession is ended.

Note:

A possession may comprise multiple events, such as several passes, while in certain instances, it might be limited to a solitary event.


Possession: goalkick

Definition:

This event contains a single possession of a team that started from a goalkick. The event ends when the possession is ended.

Note:

A possession may comprise multiple events, such as several passes, while in certain instances, it might be limited to a solitary event.


Possession: corner

Definition:

This event contains a single possession of a team that started from a corner. The event ends when the possession is ended.

Note:

A possession may comprise multiple events, such as several passes, while in certain instances, it might be limited to a solitary event.


Possession: penalty

Definition:

This event contains a single possession of a team that started from a penalty. The event ends when the possession is ended.

Note:

A possession may comprise multiple events, such as several passes, while in most cases, especially when the penalty is successful, this possession contains only the penalty itself.


2nd Ball:

Definition:

A "Second Ball" event is the scenario that arises following an aerial duel, where the initial pass is made from a team's own half of the field and travels a minimum distance of 25 meters. The "Second Ball" term itself refers to the ensuing possession after the aerial challenge, where the ball, now being free, can be secured ("won") or missed ("lost") by any player from either team.


Physical Events

Runs are tracked when a player hits a minimum speed of 4.16 m/s (15 km/h) for at least a one-second duration. The run is considered over when the speed dips below this threshold. Runs are divided into four categories based on the player's speed:

  1. Run: This is when a player's speed ranges between 15 and 20 km/h.

  2. High Run: A high run is recorded when a player's speed falls within the 20 to 25 km/h bracket.

  3. Sprint: This category denotes a player's speed between 25 and 30 km/h.

  4. High-Speed Sprint: Any speed exceeding 30 km/h is classified as a high-speed sprint.


Physical: Deep Run

Definition:

A deep run is a specific type of run, typically of an attacking player, to get the ball in a dangerous offensive position. It involves the player making a rapid advance towards the opponent's goal, typically starting from a position at least five meters in front of the ball and ending at least ten meters closer to the opponent's goal than the starting position.

This type of run reaches (at least) a maximum speed of 6 meters per second (m/s) and a maximum acceleration of 1.5 meters per second squared (m/s^2). This run ends in the offensive half of the field and occurs only during the game phases attack and defensive -> attack transition.

Note:

Identifying deep runs is an intricate process using tracking and event data. Given the complexity of football, there might be instances where a deep run may not be detected, or a detected deep run could be open to interpretation.


Physical: Box-To-Box Run

Definition:

A box-to-box run refers to a specific type of movement in football where they traverse a significant portion of the field. This run begins in the centre of the field or half-space area and usually starts in the defensive third and ends in the attacking fourth, or vice versa.

The run reaches a minimum speed of 4.16 meters per second (m/s) and is only classified as a box-to-box run if it maintains this speed throughout. The run ends when the speed drops below this threshold.

The run is not restricted to any specific game phase.


Physical: Flank to Centre Run

Definition:

A Flank to Centre run refers to a specific movement pattern in football where a player moves from the flank of the field (vertically oriented) towards the central area. This run originates at one of the flanks, ends in the centre of the pitch, and occurs only during the game phases attack and defensive -> attack transition.


Physical: Centre to Flank Run

Definition:

A Centre to Flank run refers to a specific movement pattern in football where a player moves from the central area of the field (vertically oriented) towards the flank or sideline. This run originates in the centre of the pitch, ends at one of the flanks, and occurs only during the game phases attack and defensive -> attack transition.

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