Why analyse a game?
Our eyes miss many things in a fast game. Game analysis turns what happened into facts we can check. It helps a team find strengths and weaknesses, helps a player see his or her own work, and helps a coach make a plan. It is also used to study the other team before a match.
Good analysis follows a cycle: ask a question → collect data → show the data → decide a plan → test it in the next match.
Methods: how we collect the data
Notation by hand. A tally sheet with boxes for passes, shots, tackles and mistakes. It is cheap and works for any school match.
Video review. Record the match and watch parts again, slowly. You can pause and mark where players stood.
Tracking. GPS vests or cameras record where every player is many times a second. This gives distance run, speed and the path of each player.
Data can be quantitative (numbers: 12 shots) or qualitative (words: the defence was too slow to close the player). Good analysis uses both.
Showing the data: simple statistics and pictures
- Possession % = time with the ball ÷ total time the ball was in play × 100.
- Pass accuracy % = passes that reached a team-mate ÷ passes tried × 100.
- Shot conversion % = goals ÷ shots × 100.
- Per-90 rate = events ÷ minutes played × 90, which lets us compare players who played different times.
- Heat map: colours show where a player spent time.
- Passing network: lines between players, thicker for more passes.
- Shot map and expected goals (xG): each shot gets a chance of scoring, based on distance and angle. Adding the chances gives the goals a team should have scored.
Careful: a number alone can fool us. High possession does not always win a match, and a heat map shows where a player was, not how well he played.
Strategy: from facts to a plan
Strategy is the big plan for the match. Tactics are the smaller moves inside it.
A formation is how players are arranged. A 4-4-2 has 4 defenders, 4 midfielders and 2 forwards. A 4-3-3 puts more players in attack and a 3-5-2 puts more in midfield. The best formation depends on your own players and on the other team.
Use the data to decide: if the opponent is weak on its right side, attack there. If your passes keep failing in midfield, add a player there or practise short passing. Then test, measure again and improve. The same ideas work in cricket, basketball, hockey and kabaddi.
Try it: analyse one match
Pick any game on video. Make a tally sheet with four boxes: shots, passes won, passes lost, ball won back. Watch ten minutes and tick. Work out your pass accuracy. Then write one sentence for a plan, such as: we lose the ball in midfield, so we will practise quick short passes.
Key formulas and definitions
- Possession % = time with ball ÷ total ball-in-play time × 100
- Pass accuracy % = completed passes ÷ attempted passes × 100
- Shot conversion % = goals ÷ shots × 100
- Per-90 rate = events ÷ minutes played × 90
- Expected goals (xG) of a match = sum of the chances of all shots
Worked examples
1. Team A had the ball for 33 minutes and team B for 27 minutes. What is A's possession?
Total ball time = 33 + 27 = 60 minutes. Possession = 33 ÷ 60 × 100 = 55%.
2. A midfielder tried 50 passes and 42 reached a team-mate. Find the pass accuracy.
42 ÷ 50 × 100 = 84%.
3. A team took 12 shots, 4 were on target and 2 were goals. Find the shot conversion.
Conversion = goals ÷ shots × 100 = 2 ÷ 12 × 100 ≈ 16.7%. (On-target rate is 4 ÷ 12 ≈ 33%.)
4. A GPS vest shows 10.2 km run in 90 minutes. Find the average speed in km/h.
90 minutes = 1.5 hours. Speed = 10.2 ÷ 1.5 = 6.8 km/h.
5. A striker scored 6 goals in 1,350 minutes. Find his goals per 90 minutes.
6 ÷ 1350 × 90 = 0.4 goals per 90 minutes.
6. A team took four shots with chances 0.10, 0.30, 0.05 and 0.50. Find the expected goals. They scored 2. What does this say?
xG = 0.10 + 0.30 + 0.05 + 0.50 = 0.95. They scored 2, more than the 0.95 expected. They were lucky or the finishers were very good, so one match is not enough to be sure.
Common mistakes
- Thinking more possession always means a win. What the team does with the ball matters.
- Reading a heat map as a score of quality. It only shows where the player was.
- Judging a player from one match. Use many matches or per-90 rates.
- Collecting numbers but never making a plan. Data without a decision is wasted.