ACCELERATION
Max Acceleration
The peak value for any single maximal acceleration achieved in m/s/s.
Max Deceleration
The peak value for any single maximal deceleration achieved in m/s/s.
Acceleration Efforts
A count of the number of acceleration efforts achieved. The default threshold is efforts above 2 m/s/s.
Deceleration Efforts
A count of the number of deceleration efforts achieved. The default threshold is efforts above 2 m/s/s.
Accel&Decel Efforts
The sum of both acceleration & deceleration efforts.
Accel&Decel Efforts Per Minute
The sum of both acceleration & deceleration efforts divided by time in minutes.
COMMON
Duration
Length of time in hours, minutes and seconds.
Distance
The total distance achieved.
Player Load
The player load achieved. For more information on Player Load please click here.
Max Velocity
Peak speed achieved for any single maximal sprint.
Max Vel (% Max)
Peak speed achieved for any single maximal sprint as a percentage of an Athlete's individual maximum velocity. For more information on how to set an individual Athlete's max velocity please click here.
Meterage Per Minute
The average speed covered during a period or activity is calculated as distance in meters divided by time in minutes.
Example: Often termed as 'Work rate' in practice, this metric will help a user understand what the general output of a player or team is during match play or training.
Player Load Per Minute
The average player load per minute covered during a period or activity calculated as player load divided by time in minutes.
Work/Rest Ratio
The ratio between time spent running above 3 m/s (working) divided by time spent below 2m/s (resting).
Impacts
The number of impacts >5g achieved.
Example: A player was involved in collisions or tackles >5g ten times during a phase of play, therefore they accumulated 10 Impacts.
HEART RATE
Max Heart Rate
The peak heart rate achieved in beats per minute.
Avg Heart Rate
The average heart rate achieved in beats per minute.
Avg HR (% Max)
The average heart rate achieved as a percentage of the individual Athlete's maximum, as set in the bands/Athlete settings page.
Max HR (% Max)
The peak heart rate achieved as a percentage of the individual Athlete's maximum, as set in the bands/Athlete settings page.
Heart Rate Exertion
A single value to represent the overall internal load and is calculated by: Heart Rate Band 1 Duration + (Heart Rate Band 2 Duration x 1.2) + (Heart Rate Band Duration 3 x 1.5) + (Heart Rate Band Duration 4 x 2.2) + (Heart Rate Band 5 Duration x 4.5) + (Heart Rate Band 6 Duration x 9)
Example: HR exertion weighs time spent in higher HR zones more heavily, therefore observing the score in relation to HR zone durations will show you how much cardiovascular load an activity provided and where the load generally occurred.
Red Zone
Red Zone is typically defined as the duration above 85% of Max Heart Rate and is calculated by: Heart Rate Band 5 Duration + Heart Rate Band 6 Duration
Heart Rate Band 1 Duration
Length of time spent in hours, minutes and seconds, in Heart Rate Band 1. By default Heart Rate Band 1 is set as 0-50% of an individual Athlete's max heart rate.
Heart Rate Band 2 Duration
Length of time spent in hours, minutes and seconds, in Heart Rate Band 2. By default Heart Rate Band 2 is set as 50-60% of an individual Athlete's max heart rate.
Heart Rate Band 3 Duration
Length of time spent in hours, minutes and seconds, in Heart Rate Band 3. By default Heart Rate Band 3 is set as 60-70% of an individual Athlete's max heart rate.
Heart Rate Band 4 Duration
Length of time spent in hours, minutes and seconds, in Heart Rate Band 4. By default Heart Rate Band 4 is set as 70-85% of an individual Athlete's max heart rate.
Heart Rate Band 5 Duration
Length of time spent in hours, minutes and seconds, in Heart Rate Band 5. By default Heart Rate Band 5 is set as 85-95% of an individual Athlete's max heart rate.
Heart Rate Band 6 Duration
Length of time spent in hours, minutes and seconds, in Heart Rate Band 6. By default Heart Rate Band 6 is set as greater than 95% of an individual Athlete's max heart rate.
LOAD SCORES
The following metrics provide insight into how much or how hard a session was. For more information on how load scores are calculated please click here.
Volume
This metric is useful if a user wants to know how much accumulation of key metrics occurred in a session. The score is calculated against your team's average values for a given day and converted into a % value including the formula below:
Average((Distance/ Benchmark Average Distance), (HS Distance/ Benchmark Average HS Distance),(Accel+Decel Efforts/ Benchmark Average Accel+Decel Efforts))
Intensity
This metric is useful if a user wants to know how hard the accumulation of key metrics was in a session. The score is calculated against your team's average values for a given day and converted into a % value including the formula below:
Average((Dist Per Minute/Benchmark Average Dist Per Minute), (HS Dist Per Minute/Benchmark HS Dist Per Minute), (Accel+Decel Eff Per Minute/ Benchmark Average Accel+Decel Eff Per Minute))
Overall
Volume x Intensity
METABOLIC POWER
Energy
The estimated caloric expenditure, based on GPS acceleration.
High Metabolic Load Distance
The estimated distance at an energy expenditure above 25.5 w/kg which is the equivalent energy that would be used when running at a constant speed of 5.5 m/s. HMLD is made up of both acceleration and high-speed running work to provide a single value of high-intensity work.
VELOCITY
Standing Distance
The distance covered in Velocity Band 1. By default Velocity Band 1 is set as the distance when traveling at a speed between 0-0.2 m/s.
Example: When there is a break in play for a substitution or injury and a player is standing still.
Walking Distance
The distance covered in Velocity Band 2. By default Velocity Band 2 is set as the distance when traveling at a speed between 0.2-2 m/s.
Example: When a player is moving very slowly but not running, perhaps during a passive phase of match play or a recovery period.
Jogging Distance
The distance covered in Velocity Band 3. By default Velocity Band 3 is set as the distance when traveling at a speed between 2-4 m/s.
Example: When a player is moving at a slow pace but no longer walking, perhaps preparing to engage in an active phase during match play or training.
Running Distance
The distance covered in Velocity Band 4. By default Velocity Band 4 is set as the distance when traveling at a speed between 4-5.5 m/s.
Example: When a player is running at a moderate pace, perhaps engaging in an active phase during match play or training.
HI Distance
The distance covered in Velocity Band 5. By default Velocity Band 5 is set as the distance when traveling at a speed between 5.5-7 m/s.
Example: When a player is running at a moderate-to-high intensity, often engaging fully in an active phase of match play or training.
Sprint Distance
The distance covered in Velocity Band 6. By default Velocity Band 6 is set as the distance when traveling at a speed greater than 7 m/s.
Example: When a player is running near or at maximal intensity, often engaged fully in match play or training.
Sprint Efforts
The number of efforts in Velocity Band 6. By default Velocity Band 6 is set as the number of efforts when traveling at a speed greater than 7 m/s.
Example: A player ran at a speed registered above the minimum threshold for Sprint Distance (Velocity Band 6) six times during a match, therefore they completed 6 Sprint Efforts.
Sprint Dist Per Min
The distance covered in Velocity Band 6 per minute. By default Velocity Band 6 is set as the distance per minute when traveling at a speed greater than 7 m/s.
Example: This metric can be used as a measure of a player's minute-by-minute output of maximal movement intensity during an activity.
HS Distance
The sum of the distance covered in Velocity Band 5 (HI Distance) and Velocity Band 6 (Sprint Distance). By default, HS Distance is set as the distance when traveling at a speed greater than 5.5 m/s.
Example: This metric can be used as a measure of a player's accumulated output of high-to-maximal movement intensity during an activity.
HS Dist Per Min
The sum of the distance covered in Velocity Band 5 (HI Distance) and Velocity Band 6 (Sprint Distance) per minute. By default, HS Dist Per Min is set as the distance per minute when traveling at a speed greater than 5.5 m/s.
Example: This metric can be used as a measure of a player's minute-by-minute output of high-to-maximal movement intensity during an activity.
HS Efforts
The number of efforts in either Velocity Band 5 (HI Distance) or Velocity Band 6 (Sprint Distance). By default Velocity Band 5 is set as the number of efforts when traveling at a speed greater than 5.5 m/s.
Example: A player ran at a speed registered above the minimum threshold for either HI Distance (Velocity Band 5) and/or Sprint Distance (Velocity Band 6) six times during a match, therefore they completed 6 HS Efforts.