Gender-Specific Activity Demands Experienced During Semiprofessional Basketball Game Play

2015 ◽  
Vol 10 (5) ◽  
pp. 618-625 ◽  
Author(s):  
Aaron T. Scanlan ◽  
Ben J. Dascombe ◽  
Andrew P. Kidcaff ◽  
Jessica L. Peucker ◽  
Vincent J. Dalbo

Purpose:To compare game activity demands between female and male semiprofessional basketball players.Methods:Female (n = 12) and male (n = 12) semiprofessional basketball players were monitored across 3 competitive games. Time–motion-analysis procedures quantified player activity into predefined movement categories across backcourt (BC) and frontcourt (FC) positions. Activity frequencies, durations, and distances were calculated relative to live playing time (min). Work:rest ratios were also calculated using the video data. Game activity was compared between genders for each playing position and all players.Results:Female players performed at greater running work-rates than male players (45.7 ± 1.4 vs. 42.1 ± 1.7 m/min, P = .05), while male players performed more dribbling than female players (2.5 ± 0.3 vs. 3.0 ± 0.2 s/min; 8.4 ± 0.3 vs. 9.7 ± 0.7 m/min, P = .05). Positional analyses revealed that female BC players performed more low-intensity shuffling (P = .04) and jumping (P = .05), as well as longer (P = .04) jogging durations, than male BC players. Female FC players executed more upper-body activity (P = .03) and larger work:rest ratios (P < .001) than male FC players. No significant gender differences were observed in the overall intermittent demands, distance traveled, high-intensity shuffling activity, and sprinting requirements during game play.Conclusions:These findings indicate that gender-specific running and dribbling differences might exist in semiprofessional basketball. Furthermore, position-specific variations between female and male basketball players should be considered. These data may prove useful in the development of gender-specific conditioning plans relative to playing position in basketball.

2014 ◽  
Vol 20 (4) ◽  
pp. 408-417 ◽  
Author(s):  
Haris Pojskić ◽  
Vlatko Šeparović ◽  
Melika Muratović ◽  
Edin Užičanin

The aim of this study was to examine the relationships among physical fitness of professional Bosnian basketball players (n = 38) and shooting accuracy during one basketball season. A related, secondary aim was to examine relationships between basketball shooting assessments and competitive shooting accuracy during game play. Physical fitness components included: muscular endurance and aerobic endurance, lower and upper-body power, speed, agility, anaerobic capacity and anaerobic power. The specific basketball shooting accuracy was assessed by stationary and dynamic shooting assessments. Competitive shooting accuracy was represented by data collected during one basketball season for each player (free throw, field goal, and three-point %). Results of the regression analyses showed that there were significant positive relationships among shooting assessments and competitive shooting accuracy during game play. The relationship was stronger when the dynamic shooting tests were applied compared to the stationary tests. However, few or weak relationships existed among physical fitness components and competitive shooting accuracy. Only the power tests showed to be good predictors for shooting over longer distances. The findings support the inclusion of the dynamic basketball shooting accuracy tests in regular basketball assessment procedures as a valuable testing instrument.


Author(s):  
Yuliia Kostiuk ◽  
Tetiana Kuryllo ◽  
Oleg Krupenin ◽  
Olena Khotentseva

The article presents the results of a study of game activity according to the index of technical and tactical skills of highly qualified basketball players who play in the Premier League of Ukraine among men's teams. The main components of the method of assessing the technical and tactical actions of players are the characteristics of the main components of the game, namely: effective transfers, rebounds under the shield, block shots, fouls on the player, loss of the ball, interception, fouls, the ratio of the number of effective throws of the ball into the basket with the total number of throws of the same player, the calculation of the ratio of the number of points scored by the player to the number of points scored by the team. It is important to assess the ratio of the player's time on the field to the total playing time, as well as the features of the game role. The high level of game activity of the team was revealed in the central players and one defender. The lowest level of technical and tactical skills was recorded in the attacking defender. According to the results of the index of the integrated indicator, the strengths and weaknesses of the competitive activity of highly qualified basketball players are analyzed. The strengths of the team include the rebounds, assists and fouls of the opponent on the player. Weaknesses that affected the course of the competition were the player's personal fouls and loss of the ball. On the basis of the conducted research the trainer can define means of correction of training process on technical and tactical readiness of players of various game roles.


2021 ◽  
Vol 12 ◽  
Author(s):  
Marco Pernigoni ◽  
Davide Ferioli ◽  
Ramūnas Butautas ◽  
Antonio La Torre ◽  
Daniele Conte

Load monitoring in basketball is fundamental to develop training programs, maximizing performance while reducing injury risk. However, information regarding the load associated with specific activity patterns during competition is limited. This study aimed at assessing the external load associated with high-intensity activities recorded during official basketball games, with respect to different (1) activity patterns, (2) playing positions, and (3) activities performed with or without ball. Eleven male basketball players (six backcourt, five frontcourt, age: 20.5 ± 1.1 years, stature: 191.5 ± 8.7 cm, body mass: 86.5 ± 11.3 kg; experience: 8.5 ± 2.4 years) competing in the Lithuanian third division were recruited for this study. Three in-season games were assessed via time-motion analysis and microsensors. Specifically, the high-intensity activities including sprints, high-intensity specific movements (HSM) and jumps were identified and subsequently the external load [PlayerLoad™ (PL) and PlayerLoad™/min (PL/min)] of each activity was determined. Linear mixed models were used to examine differences in PL, PL/min and mean duration between activity pattern, playing positions and activities performed with or without ball. Results revealed PL was lower in jumps compared to sprints [p &lt; 0.001, effect size (ES) = 0.68] and HSMs (p &lt; 0.001, ES = 0.58), while PL/min was greater in sprints compared to jumps (p = 0.023, ES = 0.22). Jumps displayed shorter duration compared to sprints (p &lt; 0.001, ES = 1.10) and HSMs (p &lt; 0.001, ES = 0.81), with HSMs lasting longer than sprints (p = 0.002, ES = 0.17). Jumps duration was longer in backcourt than frontcourt players (p &lt; 0.001, ES = 0.33). When considering activity patterns combined, PL (p &lt; 0.001, ES = 0.28) and duration (p &lt; 0.001, ES = 0.43) were greater without ball. Regarding HSMs, PL/min was higher with ball (p = 0.036, ES = 0.14), while duration was longer without ball (p &lt; 0.001, ES = 0.34). The current findings suggest that external load differences in high-intensity activities exist among activity patterns and between activities performed with and without ball, while no differences were found between playing positions. Practitioners should consider these differences when designing training sessions.


2017 ◽  
Vol 12 (2) ◽  
pp. 260-263 ◽  
Author(s):  
Aaron T. Scanlan ◽  
Jordan L. Fox ◽  
Nattai R. Borges ◽  
Vincent J. Dalbo

Purpose:Declines in high-intensity activity during game play (in-game approach) and performance tests measured pre- and postgame (across-game approach) have been used to assess player fatigue in basketball. However, a direct comparison of these approaches is not available. Consequently, this study examined the commonality between in- and across-game jump fatigue during simulated basketball game play.Methods:Australian, state-level, junior male basketball players (n = 10; 16.6 ± 1.1 y, 182.4 ± 4.3 cm, 68.3 ± 10.2 kg) completed 4 × 10-min standardized quarters of simulated basketball game play. In-game jump height during game play was measured using video analysis, while across-game jump height was determined pre-, mid-, and postgame play using an in-ground force platform. Jump height was determined using the flight-time method, with jump decrement calculated for each approach across the first half, second half, and entire game.Results:A greater jump decrement was apparent for the in-game approach than for the across-game approach in the first half (37.1% ± 11.6% vs 1.7% ± 6.2%; P = .005; d = 3.81, large), while nonsignificant, large differences were evident between approaches in the second half (d = 1.14) and entire game (d = 1.83). Nonsignificant associations were evident between in-game and across-game jump decrement, with shared variances of 3–26%.Conclusions:Large differences and a low commonality were observed between in- and across-game jump fatigue during basketball game play, suggesting that these approaches measure different constructs. Based on our findings, it is not recommended that basketball coaches use these approaches interchangeably to monitor player fatigue across the season.


Author(s):  
Yuliia Kostiuk ◽  
Tetiana Kuryllo ◽  
Oleg Krupenin ◽  
Olena Khotentseva

The article presents the results of a study of game activity according to the index of technical and tactical skills of highly qualified basketball players who play in the Premier League of Ukraine among men's teams. The main components of the method of assessing the technical and tactical actions of players are the characteristics of the main components of the game, namely: effective transfers, rebounds under the shield, block shots, fouls on the player, loss of the ball, interception, fouls, the ratio of the number of effective throws of the ball into the basket with the total number of throws of the same player, the calculation of the ratio of the number of points scored by the player to the number of points scored by the team. It is important to assess the ratio of the player's time on the field to the total playing time, as well as the features of the game role. The high level of game activity of the team was revealed in the central players and one defender. The lowest level of technical and tactical skills was recorded in the attacking defender. According to the results of the index of the integrated indicator, the strengths and weaknesses of the competitive activity of highly qualified basketball players are analyzed. The strengths of the team include the rebounds, assists and fouls of the opponent on the player. Weaknesses that affected the course of the competition were the player's personal fouls and loss of the ball. On the basis of the conducted research the trainer can define means of correction of training process on technical and tactical readiness of players of various game roles.


Complexity ◽  
2021 ◽  
Vol 2021 ◽  
pp. 1-11
Author(s):  
Shuang Liang ◽  
Yang Li

Because of its unique charm, sports video is widely welcomed by the public in today’s society. Therefore, the analysis and research of sports game video data have high practical significance and commercial value. Taking a basketball game video as an example, this paper studies the tracking feature matching of basketball players’ detection, recognition, and prediction in the game video. This paper is divided into four parts to improve the application of the interactive multimodel algorithm to track characteristic matching: moving object detection, recognition, basketball track characteristic matching, and player track characteristic matching. The main work and research results of each part are as follows: firstly, the improved K-means clustering algorithm is used to segment the golf field area; then, HSV is combined with the RGB Fujian value method to eliminate the field area; at last, straight field lines were extracted by Hough transform, and elliptical field lines were extracted by curve fitting, and the field lines were eliminated to realize the detection of moving objects. Seven normalized Hu invariant moments are used as the target features to realize the recognition of moving targets. By obtaining the feature distance between the sample and the template, the category of the sample is judged, which has a good robustness. The Kalman filter is used to match the characteristics of the basketball trajectory. Aiming at the occlusion of basketball, the least square method was used to fit the basketball trajectory, and the basketball position was predicted at the occlusion moment, which realized the occlusion trajectory matching. The matching of players’ track characteristics is realized by the CamShift algorithm based on the color model, which makes full use of players’ color information and realizes real-time performance. In order to solve the problem of occlusion between players in the track feature matching, CamShift and Kalman algorithms were used to determine the occlusion factor through the search window and then weighted Kalman and CamShift according to the occlusion degree to get the track feature matching result. The experimental results show that the detection time is greatly shortened, the memory space occupied is small, and the effect is very ideal.


2016 ◽  
Vol 30 (1) ◽  
pp. 60-70 ◽  
Author(s):  
Lorena Torres-Ronda ◽  
Angel Ric ◽  
Ivan Llabres-Torres ◽  
Bernat de las Heras ◽  
Xavi Schelling i del Alcazar

2010 ◽  
Vol 5 (3) ◽  
pp. 301-315 ◽  
Author(s):  
Louise Croft ◽  
Suzanne Dybrus ◽  
John Lenton ◽  
Victoria Goosey-Tolfrey

Purpose:To examine the physiological profiles of wheelchair basketball and tennis and specifically to: (a) identify if there are differences in the physiological profiles of wheelchair basketball and tennis players of a similar playing standard, (b) to determine whether the competitive physiological demands of these sports differed (c) and to explore the relationship between the blood lactate [Bla−] response to exercise and to identify the sport specific heart rate (HR) training zones.Methods:Six elite athletes (4 male, 2 female) from each sport performed a submaximal and VO2 peak test in their sport specific wheelchair. Heart rate, VO2, and [Bla−] were measured. Heart rate was monitored during international competitions and VO2 was calculated from this using linear regression equations. Individual HR training zones were identified from the [Bla–] profile and time spent within these zones was calculated for each match.Results:Despite no differences in the laboratory assessment of HRpeak, the VO2peak was higher for the basketball players when compared with the tennis players (2.98 ± 0.91 vs 2.06 ± 0.71; P = .08). Average match HR (163 ± 11 vs 146 ± 16 beats-min–1; P = .06) and average VO2 (2.26 ± 0.06 vs 1.36 ± 0.42 L-min-1; P = .02) were higher during actual playing time of basketball when compared with whole tennis play. Consequently, differences in the time spent in the different training zones within and between the two sports existed (P < .05).Conclusions:Wheelchair basketball requires predominately high-intensity training, whereas tennis training requires training across the exercise intensity spectrum.


Author(s):  
Zoran Milanović ◽  
Emilija Stojanović ◽  
Aaron T. Scanlan

2019 ◽  
Vol 89 (23-24) ◽  
pp. 5238-5251
Author(s):  
Blaženka Brlobašić Šajatović ◽  
Slavenka Petrak ◽  
Maja Mahnić Naglić

The aim of this study was to determine differences in body proportions and measurements of basketball players and an untrained group of the general population, as well as the impact of physical differences on garment fit through the Croatian sizing system for labeling men's clothing based on the European standard EN 13402. It was hypothesized that clothes made according to the system for labeling men's clothing are not appropriate for the population of basketball players. Differences in morphological properties of the basketball players, as a result of many years of active sport playing, were found both by conventional anthropometric measurement method and three-dimensional (3D) body scanning. Anthropometric measurements were taken for the needs of the clothing industry according to ISO 3635, ISO 8559 and ISO 20685. The study was conducted on a sample of 189 male test subjects, aged between 15 and 25 years, who are professional basketball players and sample of a 189 test subjects for the untrained group of the general population of the same age. Statistical data results included factor and discriminate analysis. Differences in the body measurements of basketball players and the untrained group of the general population were analyzed through an independent samples t-test. Considering that differences in the upper body part have a large impact on garment fit, compared to the average body measurements, that is, the existing clothing sizing system, a proposal for the amendment of the sizing system for basketball players, with average body measurements by size, was made. In addition, for the purposes of the study, 20 anthropometric variables related to the upper body part and required for the clothing construction were analyzed. In order to test the garment fit, two men's shirt prototypes of the same garment size, one based on the existing sizing systems and one based on the proposed amendment for basketball players, were developed using a two-dimensional/3D computer-aided design system. Computer simulations performed on the average basketball player body model showed the unsuitable fit of a men's shirt constructed according to the existing sizing system and the satisfying fit of a men's shirt constructed according to measurements of the proposed amendment for basketball players, confirming the possible application of the conducted research results and the proposed sizing amendment.


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