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3. Providing coverage
This chapter describes in detail the process of providing coverage through the Soccer Panel,
along with all the essential information about all features of the panel and its employment in a specific
situation during a game. In STATSCORE, the way of delivering coverage depends on several crucial
factors. These include:
- source of the coverage (TV, Venue) – different requirements and circumstances may apply depending
on whether the coverage is provided through the use of TV or directly from a soccer stadium.
- product - through which a given match is offered to customers
- stats level – depending on the league, provided game coverage may differ in terms of the number of
statistics delivered within the coverage
- device (PC, laptop, phone) – the scope of delivered data also differs in relation to tools via which the
coverage is provided
All the aspects listed above will be discussed in the paragraphs below.
3.1 Source of coverage – TV vs Venue
This factor is of fundamental importance from the perspective of customers, for whom one of the
major aspects of the quality of coverage is its delay in relation to the live events. Naturally, the delay time
is smaller when a Scout delivers the relation directly from a stadium, in which case it should oscillate
within the range of 1 to 2 seconds (reaction time for clicking a relevant incident). TV matches have
greater delay times, which depends primarily on the selected broadcaster and channel. Another, but no
less important, difference between these two types of coverage is the comfort of work. It is easier to work
at home on the computer, with the ability to watch replays of a given situation, than at a stadium, often in
a place with a limited view of the pitch or in the rain.
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3.2 Coverage provision for different products
With their work, Scouts power mainly the following two products of the company:
a) Scoutsfeed – it’s the STATSCORE’s main product and it is the reason for which this manual has been
drafted. The purpose of the product is to deliver to our clients all the key data on match incidents as
quickly as it is possible. The speed of delivery, delay times, and data accuracy are of utmost importance
here. Permissible delay times with respect to a live event are as follows:
- max. 2 seconds for coverage from a venue
- max. 6 seconds for coverage via TV
Every league for which STATSCORE is the official sports data provider has its matches covered
in Scoutsfeed directly from the venues.
b) LivematchPro – visualisations that allow fans to follow a game, along with statistical data. This
product is aimed at users who cannot watch the game on the TV or on the Internet. A great majority of
matches offered in this product is resultant from coverage delivered for the needs of Scoutsfeed.
However, also included may be games that don’t meet the delay standards for Scoutsfeed, but are
acceptable for LivematchPro. Permissible delay times with respect to a live event are 7-15 seconds.
3.3 Range of data provided - Season and Event stats levels
Every match protocol includes, in its upper left corner, information on the level of statistics on
which the coverage must be delivered (Season stats level - see point 2.1) and devices used for the
providing coverage (Event stats level). This depends on the level of a given competition – the more
recognisable and interesting it is for customers, the higher level of statistics is offered by us.
Each game may have just one of the Season stats levels displayed below, which means it will
have to provide the following sets of data:
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25
Before each game, you need to check its „Season stats level”. A Scout is the only person
responsible for the data they deliver.
3.4 Match coverage from venues – useful information
From the moment when a Scout receives a match, he is responsible for its constant observation
and coverage. First of all, he must:
- Make sure that the match will take place at the time and date specified in the Panel. If the date or time
has changed, the Scout is obliged to inform his superior (see point 5).
- Make sure that the match takes place at the appropriate stadium.
- Make sure that he will be allowed to enter the stadium. The Scout can either buy a ticket or apply for
permanent or one-time accreditation. STATSCORE provides assistance in obtaining match accreditation
by enabling the use of an accreditation platform or by issuing a press ID.
- Make sure your phone has enough data transfer rate to allow you to carry out the coverage.
- Make sure your laptop/phone has a fully charged battery.
- Make sure that you have the phone number to a Controller added to your mobile phone, which you
could use in case of technical or other problems.
- In the case of a match being covered via a laptop - check what range of data should be provided for
that match (Event stats level, see point 3.3).
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- In the case of visiting a stadium for the first time, make sure to be there early enough (min. 45 minutes
before the start of the game), and check the Internet coverage available on-site.
- Take an umbrella or other protection that can protect the device that will be used for the coverage (in
the case of uncertain weather conditions).
- After arriving at the stadium, take a photo of it. The controller may request confirmation of your
presence on the stadium. In addition, such a picture should be sent to a special contact (provided at the
end of the recruitment process). The photo must contain the scoreboard and include the date on which it
was taken.
- For selected games, after the match meet the delegates in order to take a photo of the protocol (this
applies to leagues served by STATSCORE as the official data provider)
A Scout going to watch the game in a stadium can cover the match with the use of:
- mobile phone – it applies most often to the games to which the Scout enters with a ticket,
- laptop - usually thanks to accreditation, in which case the coverage is delivered from a specially
arranged place in the stadium
If the match covered by the Scout is held within a competition for which STATSCORE is the official data
provider, the Scout is obliged to work with a laptop (Event stats level=GOLD), observing the guidelines
for the scope of data relevant for that competition.
Apart from such competitions, there are a number of differences between the range of data needed to
complete a match. The most important informations about the data provided during the phone coverage
are presented in the table below:
27
If before the game you have to change the device from the phone to the laptop or vice versa,
inform the controllers first (SQC) and use the appropriate level of provided statistics for the device you
are using.
28
NOTE! If a Scout is using a mobile phone to provide coverage of a match played in a league with higher
levels of statistics (e.g. Gold), they do not have to provide all the statistics during or after a game. It will
be done by match Controllers. This applies mainly to assigning names to key incidents.
3.5 Pre-game obligations
Proper preparation of a Scout for a game has a crucial impact on the quality of the coverage they
provide. In this section, we will discuss all the aspects relating to pre-game preparations, including
everything that has to be done step-by-step.
3.5.1 Relation status
This is one of the key elements in preparation for a game. It’s important both for customers and
Controllers, who can see when a Scout takes their position. It is outlined in detail in point 2.1 (Event info
and upper bar”.)
30 minutes before the start set up the „30 min left” status
5 minutes before the start set up the „5 min left” status (right after open the main market with the
“Open” button )
1-2 minutes before the first whistle set up the „In Progress” status (right after the “Match about to
start” )
3.5.2 Adding match lineups and formations
a) Adding lineups
The necessity of adding teams’lineups depends primarily on the level of statistics of the game
(see point 3.3). Despite the requirements to perform this action for three out of the four possible levels,
the Scout can do it for every match that has been assigned to them, preferably between the "30 min left"
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and "5 min left" statuses. For this purpose, they should open the window for selecting teams with the
button. There are two options for entering match lineups:
- selection from the list of players - applies to all matches whose level of statistics lies within the
VIP-Silver range, provided that they are reported using a laptop. If the Scout uses a mobile phone, he is
exempt from this obligation even despite the game belonging to the VIP-Silver level (see point 3.4). To
add a lineup in this way, use one of the official websites providing complete match squads, e.g. club’s or
association’s official websites, their social media profiles, or websites offering live-tracking of matches.
30
List of players of a given team is placed on the left side in the „Season squad” column (in
alphabetical order). In order to add a player, it’s enough to select one of the following three options:
- 1st lineup – for outfield players in starting lineup
- Goalkeeper - for the starting goalkeeper
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- Bench – for substitutes on the bench (including substitute goalkeepers)
- Coach – for the coach
After choosing the appropriate role for a player and clicking the green plus button, the
player’s name will be moved to the right, into the "1st lineup" column. If the transferred player does not
have a number (or if it is incorrect), but it has been entered into official match squads, enter it next to his
name in the first column and confirm the change using the green disk button. If you mistakenly gave a
player an incorrect position, you can also change it in the right column, remembering, of course, to save
all the changes. To remove an added player from the squad, use the icon. You should also mark a
team captain if such information is available. Use this icon to do it.
- manual addition of players – in leagues on the „Bronze” level of statistics, there is no list of players in
the lineup window. In this case, you can add lineups manually (if they are available), through the „Add
new player” section:
Just enter the name of the player, add the number and the appropriate position. Players should
be added according to the following template:
- first letter of the name - dot - surname
- R. Lewandowski
- L. Messi
- Marcelo (in the case of players from Latin America use his nicknames)
Using the green disk button will make the player appear in the right column of the window,
similarly as in entering lineups through the available list of players.
NOTE! If a player whose name is included in the official lineup does not appear on the list on the left
side, it has to be added manually through the second of the described squad addition methods.
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After entering the lineups, use the „Has lineups” button in the "Event details" section,
and change the default "No" setting to "Yes" to make the lineups appear automatically on customers’
websites and on your match preview. Save the changes with the red disk .
NOTE! In order to meet the customers requirements, you can also - in the case of missing few numbers
- confirm the lineups with names only (by using the mentioned setting “Has lineups”), without numbers
and complete it later. Thereby full lineups should be available/visible earlier.
b) Adding formations
Chronological list of steps, needed to adding formations:
1. Add match lineups correctly and use the „Has lineups” button (Yes)
2. Find the option „Has formations” and change the default „No” setting to „Soon”.
3. Go back to the „Lineups” . You can notice a new section, placed below the added lineups
(„Formations”).
4. In accordance with lineups/formations placed on the official site of competition or
flashscore/soccerway/sofascore set the appropriate formation, choosing from the list.
33
5. Scroll up and assign players (only those with the „1st lineup” status) to the chosen formation. In this
case, the goalkeeper should receive nr 1, left defender – nr 5. etc.
ATTENTION! Numbers of positions of players on this visualization are not the official numbers
from their shirts.
6. Confirm all changes with the green „Confirm” button.
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7. Go back to the “Has formation” option and change to “Yes”
3.5.3 Match shirts selection
The process of match shirts selection is easy. It is enough to use the icon no. 1 in the „Incidents”
section, select one of three shirts in the opened window, and confirm it with the „Save” button. They are
presented in the following order: home shirt, away shirt, third shirt.
If the displayed patterns do not correspond to the actual look of the shirts of a given team, you
can create your own. Clicking on the "Create Pattern" button will open the window where you can edit the
shirts. The editor is simple and works in a very intuitive way. Bear in mind, however, that for customers
such details as an accurately rendered match jersey are not that important, and that usually, the default
set corresponds to the real look of the shirts.
3.5.4 Other pre-game settings
Each match requires (apart from the lineup and jerseys) configuring some less advanced settings
before the start of the match. These include:
35
- setting the "Ball movement" option in the "Event details" section to "Yes". Two visualizations of
the pitch will appear under the incidents, allowing to pin-point the ball position.
- choosing the appropriate options for "Weather conditions" and "Pitch conditions" - confirm changes with
the disk icon
- referee selection in the "Info" section (mandatory only for the VIP and Gold levels)
3.5.5 Relation preview
Useful for Scouts both before and during the match, especially when working on a laptop. Turning
on the "Relation preview" allows the Scout to view their coverage. We recommend observing it to be
able to check the correctness of the result and provided statistical data (screen below), especially the
most important parts of it. Reaction of this review is delayed by 6 seconds. Before the match, you can
use it to make sure that the provided lineups are correct (11 vs. 11) and if no numbers, reserve players or
coaches are lacking (Lineups tab ).
To sum up, below we provide a chronological list of pre-match obligations for a match at the
"Gold" statistics level, reported on a laptop:
1. Relation status: „30 min left” ( )
2. Set up lineups and shirts ( , )
3. Choose both captains ( )
4. Set up „Has lineups” button to “Yes” ( )
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5. Set up “Has formations” button to “Soon” ( )
6. Set formations and assign all players to their positions (1st lineup)
7. Set up “Has formations” button to “Yes” ( )
8. Provide weather conditions and pitch conditions ( , )
9. Select referee ( )
10. Set up the „Ball movement” option to „Yes” ( )
11. Launch match preview ( ) – if working on a laptop
12. „5 min left” relation status - ( ) and launch match markets ( )
13. Relation status: „In progress” ( ) and “Match about to start” after the coin flips,to decide
which team starts in which part of the pitch, when players get into positions
14. Start of the match
15. Click the “Kick off” icon for the team that starts the match
NOTE! “Kick off” icon is used only once (do not use it after goals or when starting the next parts of the
match
3.6 Actions during a game
This chapter will provide details of the Scout's actual work, focusing on the coverage provided
during a soccer match. All match situations that may occur during a game will be discussed here. For
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better understanding, specific actions will be explained in the form of a sequence of clicks on specific
icons, step by step.
The following table contains the legend that provides the most important data allowing to better
understand the meaning of each sequence:
3.6.1 Enabling and disablingmatch markets
Caring for match markets is a fundamental factor affecting the quality of the provided data. There
are three different buttons responsible for it, which can work both manually and automatically:
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- active/inactive match markets (all)
- active/inactive cards markets
- active/inactive corner kick markets
For key incidents, all of the above buttons work automatically. The table below displays how
clicking each of them affects the opening or closing of specific markets:
All the markets can also be enabled and disabled manually. Such actions may be performed in
relation to the main set of markets, or just for those related to cards or corner kicks.
Situations in which a Scout is obliged to close the main market ( ):
a) lack of the source of coverage, loss of the source of coverage
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b) technical problems (e.g. hardware problem, problem with the Internet, problem in the Panel)
c) not being certain if the score is correct – before unblocking, the Scout must necessarily provide the
correct score
d) when it may be expected that VAR will be used
e) too big delay times caused by poor or too slow internet connection
f) incorrect match status (incorrect information on the current part of the match).
Manual blocking of markets for cards or corners can also be used in dubious situations when the
Scout is not sure whether the incident actually took place. Such examples will be described in the
sections of the manual regarding the coverage during a game, in paragraphs referring to cards and
corners.
3.6.2 Ball movement
STATSCORE provides two methods of marking the ball position on the field:
a) Ball movement – launched with the option in the „Event details” section, used in each game
covered on a laptop. It is used to pinpoint ball possession. When a given team controls the ball, the
Scout clicks specific points on the relevant side.
b) „In possession”/”Attack”/”Dangerous attack” buttons – used only on mobile phones, when the
„Ball movement” option is set to „No”.
Both methods define ball position in the same way, but with different levels of precision, therefore:
a) - „In possession” – ball between the team’s own goal and the centerline
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-->
(match preview)
b) - „Attack”- ball in the space from the centerline to about 25 m from the rival team’s goal
-->
(match preview)
c) - „Dangerous attack” – ball closer than 25 m to the rival team’s goal
-->
(match preview)
NOTE! Such key match incidents as a goal, penalty kick, corner kick, should be preceded by the use of
the „Dangerous attack” button (or by the appropriate markings on the field visualisations)
3.6.3 Shots on target
Use the following icons:
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- for a shot on target saved by the goalkeeper,
- for shots off target. If a shot hits the crossbar or a goal post it is counted as a shot off target,
- for shots that are blocked. Click this icon on the side of the attacking team, that is the one that
made the shot.
3.6.4 Throw-in
Click the "Throw in" button, then select the place on the field where it’s taking place:
This does not have to be an exact place on the sideline, it is enough to indicate the appropriate
area on the field, on the right side.
3.6.5 Corner kicks
a) Obvious corner kick
Click the „Corner kick” icon when the ball left the pitch and confirm it at the
moment when a player is actually taking a corner. Additionally, select the appropriate corner from which
the kick is taken, by clicking it on the field visualisation:
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Sequence:
DAT1 → CK1 → CK1
( ) ( )
b) Lack of certainty whether there will be a corner kick or a throw-in (when the ball leaves the field very
close a corner flag)
Corner kick - DGA1 → → CK1 → CK1
( )
Throw-in - DGA1 → → THR1 →
c) Corner kick after a blocked shot. The referee checks VAR and changes his decision to award a
penalty kick after a handball (when a shot is blocked with a hand)
DGA1 → SB1 → CK1 → → VAR - → → CK1 →
( ) ( ) ( )
.→ PK1 → PK1
d) Corner kick in last seconds of a part of the match, when the ball leaves the field, but the referee
finishes that part of the game before the corner kick is taken
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DGA1 → CK1 → CK1
( ) ( )
If a corner kick hasn’t been taken, it is not counted into statistics.
3.6.6 Foul, offside, free kick and dangerous Free kick
Click on the „foul” icon (on the side of the team that committed a foul) or “Offside” .
Both incidents are changed with the “Free kick” incident of the second team (in the “History” section two
rows will appear). Then indicate the place on the correct field from which it is going to be taken.
In case of dangerous free kick choose the attribute “dangerous free kick” and save changes:
The Dangerous free kick is one that is taken relatively near the rival’s goal: within 20-25 meters
from it. Dangerous free kick signals to the client that there’s a real chance a goal may be scored as a
result. It may be taken as a direct shot or a dangerous cross into the penalty box.
3.6.7 Yellow and red cards
a) Obvious yellow card
In the case of a player being given an obvious yellow card, use the "Yellow card" icon ,
confirm it with the button after 3-4 seconds. For VAR leagues, confirm a card when you’re
absolutely convinced that the card has been showed (even after the free kick). If the card is followed
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with a free kick or dangerous free kick, click the “Foul” and choose a relevant free kick (see point
3.6.6) . Select the appropriate place on the field visualisation.
AT1 → YC2 → YC2 → F1 → place of the free kick
( ) ( )
b) In cases of obvious and direct red cards click the „Red card” icon and confirm it
(confirm a card when you’re absolutely convinced that the card has been showed). Similarly as with
yellow cards, remember to select a relevant free kick.
AT1 → RC2 → RC2 → F1 → place of the free kick
( ) ( )
c) In cases of a red card received as a result of two successive yellow cards, click the „Red card” icon
, and then confirm it . Additionally, add the "2nd yellow card" attribute to the incident in
the "History" section (see the screenshot below). Using this attribute will keep correct yellow card
statistics of the team and the player.
d) The “off-field” attribute should be used in the following situations:
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- for cards awarded to players at half-time (after the half-time whistle)
- for cards awarded to players after the match (after the final whistle of the game)
- for cards awarded to players on the bench (substitute or players who have already left the pitch)
- for cards awarded to players off the pitch e.q. substitute player during warm-up
e) Yellow card changed to a red card after a VAR review
DGA1 → YC2 → → VAR - → → YC2 →
( ) ( )
.→ RC2 → RC2
( ) ( )
Perform analogical actions when a reverse situation takes place (red card changed to yellow card).
f) Confusion on the field, which may result in a card – or cards – being shown
Manually close all the markets by using the icon , and wait for the referee’s decision. Then:
- if cards are shown, follow the instructions included in points a), b) and c) (a red card given to one player
completely changes all the markets)
- if there is no individual penalty, manually open the markets .
g) Substitute player is shown a card
YC2 → YC2 → attribute “off-field”
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h) Coach or member of a team’s training staff is shown a card – in such cases card icons are not used.
i) Addition of a missing card from the first/second half of the match
- „manual add incident” ( ),
- select the relevant incident, and appropriate team for which the lacking card is going to be given, as
well as a specific part of the game and time of occurrence (minute, second).
- “Change statistics” to “Yes”
- add a name to the incident and provide the time when it took place,
- refresh the Panel to load the changes in the correct way.
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NOTE! Ascribing names to yellow cards and red cards is mandatory in all the matches covered at the
levels from 'Gold' to 'Bronze’, except when it is provided via phone andthese games on the ‘Bronze’
level, in which lineups are not provided.
3.6.8 Goal and goal cancellation
a) Obvious goal
In the case of an obvious goal, click the "Goal" button on the side of the team that
scored it. After a goal is scored, the match result will be automatically changed.
Press the “Goal” icon even if you are not sure if the ball was actually in the goal:
- the ball has crossed the goal line or not,
- player who scored may have been on the offside position,
- player scored the goal after the referee’s whistle (and explains to the referee that he did not
hear his whistle),
- when the ball ends up in the side netting (you don’t see the ball place).
In each of the above situations (and also seeing the obvious, legal goal scored) try to use
the “Goal” icon for the correct team as fast as possible, without any hesitation.
Confirmation of the goal should occur at the moment when the Scout is absolutely
convinced that the goal has been scored, so only when the game is resumed from the center of the field
by the opposing team.
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DGA1 → G1 → G1 → In posession2
( , ) ( , )
b) Obvious own goal
Use the goal icon , and then, in the „History” section, select the appropriate attribute for
that incident – in this case, „Own goal”.
DGA1 → G1 → → G1 → INP2
( , ) ( , )
c) An unobvious goal that is first classified as normal and then changed into an own goal
Perform the action described in point a) (scoring a normal goal) and then, when the attribution of the goal
has changed, use "show only important" ( ) filter to find this incident and change its
attribute to "Own goal". If the player’s name had already been entered, it must be changed to the name
of the own goal scorer.
d) After clicking the goal it turns out that a linesman has signalled offside, and the goal has to be
cancelled
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DGA1 → G1 → G1 → OF1
( , ) ( , )
e) It is not obvious whether there was a goal (it can’t be said for sure if the ball crossed the goal line)
DGA1 → SON1/SOF1 / → (referee waits for the decision)
Goal awarded - G1 → G1 → SON1/SOF1
( )
Goal denied – manually open the markets
f) Goal awarded only after a VAR review
DGA1 → G1 → → VAR + → → G1 → INP2
( , ) ( )
g) Goal cancelled only after a VAR review
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DGA1 → G1 → → VAR - → → G1
( , ) ( )
h) Yellow card for taking off one’s shirt after scoring a goal
First, confirm the yellow card, and only then (upon game’s resumption) confirm the goal.
DGA1 → G1 → YC1 → YC1 → G1 → INP2
( , ) ( ) ( )
NOTE! Ascribing names to goals (including own goals) is mandatory in all the matches covered at the
levels from 'Gold' to 'Bronze’, except when it is provided via phone and these games on the ‘Bronze’
level, in which lineups are not provided.
Ascribing names to assists is mandatory in all the matches covered at the levels from 'VIP' to
'Gold'. Obviously if the goal doesn’t have an assist, leave this field empty. The Assist field is placed right
under the “Goalscorer” field in the “History” section. Make sure, which player has assisted by using one
of the available websites (official site of competition, flashscore etc.).
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3.6.9 Penalty kick and possible outcomes
Penalty kick awarded
a) Obvious penalty kick
In the case of an obvious penalty kick being awarded, use the „Penalty” icon , then
confirm it when the referee whistles to signal to the shooter that he can take the shot.
DGA1 → PK1 → PK1
( , )
A penalty kick also causes the suspension of card markets, because it is highly probable that a
card or cards will be shown to the players of the defending team. In the following points we will discuss
the progressions that should be used in such situations.
b) Penalty kick is awarded as a result of a foul/handball, after a VAR review
DGA1 → PK1 → → VAR + → → PK1
( , )
c) Penalty kick given as a result of an alleged foul or handball is denied after a VAR review
DGA1 → PK1 → → VAR - → → PK1
( , ) ( , )
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d) Penalty kick is awarded after a foul or a handball, and a yellow card is shown as a result
DGA1 → PK1 → YC2 → YC2 → PK1
( , ) ( )
e) Penalty kick is awarded after a foul, and a red card is shown as a result
DGA1 → PK1 → RC2 → RC2 → PK1
( , ) ( )
f) Penalty kick is awarded after a foul, and a red card is shown as a result of the second yellow card
DGA1 → PK1 → RC2 → → RC2 →
( , ) ( )
→ PK1
g) Penalty kick is awarded after a foul or a handball resulting in a yellow card, after a VAR review
DGA1 → PK1 → YC2 → → VAR + → →
( , )
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YC2 → → PK1
( )
h) Penalty kick for an alleged foul or handball is given, but then denied after a VAR review
DGA1 → PK1 → YC2 → → VAR - → →
( , )
. YC2 → PK1 →
( ) ( , )
An analogous situation may take place when a player of the attacking team simulates a foul in
order to gain a penalty kick. The only difference is that in such a situation, it is a player of the attacking
team that is punished with a card (regardless of whether a VAR review is used).
Depending on the number of cards and their type (red, second yellow), perform analogical actions
as in points e) and f), changing only the cards’ incidents.
i) A foul or a handball near the penalty area line – an uncertain situation
a penalty kick change to free kick after a VAR review
DGA1 → PK1 → → VAR - → → PK1 →
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( , ) ( , )
→ → F1 →
a free kick changed to penalty kick after a VAR review
DGA1 → F1 → / → VAR - → → PK1 → PK1
( , )
The situations detailed above may, of course, also result in cards being shown. If this is the case,
then perform actions specified in points e) and f).
j) A penalty kick is awarded after a foul is committed by a goalkeeper, who is then replaced by a
substitute player
DGA1 → PK1 → RC2 → RC2 → PK1 → SB1
( ) ( )
Possible penalty kick outcomes
a) Goal from a penalty kick
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Use the „Goal” icon and add the appropriate attribute to the incident, which in this case is
the following one: . Wait for the penalty kick goal being confirmed until the play is
resumed from the center of the field (similarly as with any other goal).
PK1 → → → G1
( )
b) Penalty kick missed
Use the „Penalty missed” , if the shot was off target or hit the crossbar or a post.
Shot off target PK1 → PM1 → GK2 →
( )
Shot hits post/crossbar, follow-up shot ends with a goal PK1 → PM1 → G1 →
( )
→ G1 ( )
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c) Penalty kick saved by the goalkeeper
Use the „Penalty saved by goalkeeper” icon if the shot was saved by the goalkeeper. This icon
must be used on the side of the team whose player took the penalty kick. That’s because the statistical
data is gathered for penalty takers, not for the goalkeepers.
save shot results in a corner kick
PK1 → PS1 → CK1 → CK1 →
( ) ( ).
save shot, follow-up shot scores goal
PK1 → PS1 → G1 → G1
( ) ( )
shot is retaken because goalkeeper has broken the rules
PK1 → PS1 → PS1 → waiting for a retaken penalty kick
( )
If after a saved penalty kick, the ball doesn’t leave the field, the match markets must be enabled
manually.
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NOTE! Ascribing names to the „Penalty”, „Goal”, „Penalty missed” i „Penalty saved by goalkeeper” is
mandatory in all the matches covered at the levels from 'Gold' to 'Bronze’, except when it is provided via
phone and these games on the ‘Bronze’ level, in which lineups are not provided.
3.6.10 Substitutions
Use the substitution icon to indicate a substitution. After clicking the „History” section, two
rows will appear. „Substitution out” must be filled in with the name of a player who is leaving the field, and
"Substitution in" with the name of the entering player. Confirm the substitution with the disk.
In the case of a double substitution, you have to first use the substitution icon (twice), and then
add names to the incidents.
Non-standard substitutions:
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a) Substitution made during halftime - use the “Substitution” incident during halftime and
then add names to the incident (Substitution in and out).
Lacking substitutions (made during a“Halftime”) should be added in the 2nd half. Time of both
incidentsshould be set to: 45:00.
b) Adding lacking substitution from first/second half of the match (after the end of the match)
- „manual add incident” ( )
- selecting the appropriate incident, the team for which the lacking substitution applies, the part of the
game when the substitution took place and time of occurrence. In the case of a substitution this has to be
done once (The “Add incident” button generates 2 incidents - “Substitution in” and “Substitution out”)
- “Change statistics” to “Yes”
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- adding names to both incidents and entering incidents time (set as the same)
NOTE! Ascribing names to substitutions is mandatory in all the matches covered at the levels from 'Gold'
to 'Bronze’, except when it is provided via phone and these games on the ‘Bronze’ level, in which lineups
are not provided.
3.6.11 Added time
Immediately after the start of the added time in the first or second half (this also applies to
extratime), click the „Added time” , and then enter a relevant natural number in the „Info” field
(„History” section) of this incident, and save it with the disk.
3.6.12 Video Assistant Referee (VAR)
Examples of using the VAR icon are given in the previous sections of the manual. Every time you
use it, remember to choose the right attribute, which regards the reason for which the referee wants to
check the situation ("History" section). Failure to provide a reason is only possible if it is difficult to
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identify. The “Possible VAR” button automatically disables all markets. In the case of doubts as to
whether the Scout should use "VAR", we suggest some possible indicators:
- when the producer shows the VAR room where the analysis of the situation is in progress,
- when the producer displays a confirmation of VAR being used, e.g. "VAR check", "Goal check" etc.
- when the referee runs to the monitor to rewatch the situation,
- when the referee grabs the earphone.
We don’t use this icon when there are no symptoms that the situation will be analyzed by the referee
(players’ objection, quarrels with a referee after the critical decision)
The “VAR ended” icon is used immediately after the referee’s decision, whether:
- referee’s decision results in a goal awarded/ a penalty kick/ change of the card color - the key
incidents mentioned here should be confirmed/cancelled immediately after using the “VAR
ended”,
- - the referee does not notice in a situation of greater controversy and after a short conversation
with the VAR car he orders to return to the game.
3.6.13 End of game, extra time, and penalty shootout
Ending a match with an appropriate status is obligatory for every Scout. Below, in several points
we have outlined a process of extra time and penalty shootout coverage, on the basis of match statuses:
a) Match finished in regular time must be ended with the „Finished regular time” icon .
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b) If you know that the game will go into extra time, click the"More" icon , to expand the panel of
match statuses that are used more rarely, then use the "Waiting for extratime" icon . Don’t use the
“Finished regular time” button before the extratime!
c) When the extra time is in progress, use the match statuses in the following progression:
- start of the first half of the extra time - "Extratime 1st half started" .
- halftime break - "Extratime halftime"
- start of the second half of the extra time - "Extratime 2nd half started"
- match ended after extra time - "Finished after extratime"
d) If the extra time doesn’t produce a winning team, and a penalty shootout is needed, click the "Waiting
for penalty" icon and before it starts click the "Penalty shootout started”
e) During a penalty shootout, you can only use the following two incidents:
- "Goal" – when a player scores a goal from a penalty kick. Confirm a goal after 3-4
seconds. Don’t add the "Penalty goal" attribute to the incident of “Goal” during a penalty shootout!
- "Penalty missed" (regardless of whether the shot is off target, hits a post/crossbar, or is
saved by the goalkeeper) – when it isn’t converted into a goal. Open the main markets manually,
after 3-4 seconds.
During a penalty shootout, the markets should be opened (open markets manually after a penalty missed
incident).
3.6.14 General rules of providing coverage
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There are a number of rules that apply to providing coverage as a whole. The Scout should pay
attention to them throughout the match:
- Always pay attention to the correctness of the statistical data provided - this applies especially to
the key ones, i.e. the result of the match, partial results, the number of cards and corners. Check if the
incident was correctly used and confirmed/cancelled. You will also find statistics in the "Statistics and
results" section next to match result fields for individual parts of the game.
- Try to record key incidents as soon as possible. In the case of the less important ones - take a short
break between the sequences, e.g. right after an offside is called - free throw, shortly after a missed shot
– a goal kick.
- Keep tracking the time in the panel and compare it with the real time during the match. You can freely
modify/edit/stop the time in the "Event match" section
3.7 Post-match obligations
After each coverage you must perform the following actions:
a) Change the coverage status to „Finished” . A relevant piece of information is then
sent to customers.
b) Correctly indicate the winning team („Winner”) and “Progress (If needed). This is discussed in
more detail in point 2.3 (Statistics and results).
Don’t select “Winner” if the game is finished after extratime or penalties
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c) Check and compare the result and partial results. Result and partial results must be verified just
after the end of a game.
d) Verify the result – this is done by clicking the result verification button (upper right corner) that
will display the following window:
e) Then, click the button at the bottom of the page. After confirmation, it will change its
colour into green . By clicking this button, the Scout confirms the result of the game
f) The other key statistics, such as cards, number of corner kicks, or substitutions may be verified on the
basis of other sources (if they are accessible) – the main source is always the official website of a given
competition.
NOTE! First, verify the match (after checking the correctness of the result/partial result), then proceed to
verify the remaining statistics (save the changes with the red disk ).
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