| Literature DB >> 30204789 |
Lorenzo Laporta1,2, José Afonso1,2, Isabel Mesquita1,2.
Abstract
Social Network Analysis establishes a network system and provides information about the relationships (edges) between system components (nodes). Although nodes usually correspond to actors within the network (e.g., the players), it is possible to stipulate game actions as nodes, thus creating a network of the flow of game actions. In this study, Eigenvector Centrality (a form of weighted centrality that considers n-order connections) was used to identify differences in the centrality of distinct game actions within each of the six game complexes of volleyball. Thirteen matches (46 sets, 2,049 rallies) of the final round of the 2015 FIVB's World Grand Prix (Women) were analyzed. Results showed that analyzing actions as actors (i.e., nodes) offers a clear and comprehensive understanding of game flow and poses an interesting alternative to mainstream research where players are considered nodes. Functional differences between the six game complexes were highlighted, denoting the validity of such division. Out-of-system playing (i.e., having to set the attack under non-ideal conditions, e.g., in KI, KII, KIII and KIV), emerged as a regularity of the game and should be translated into the training process.Entities:
Mesh:
Year: 2018 PMID: 30204789 PMCID: PMC6133287 DOI: 10.1371/journal.pone.0203348
Source DB: PubMed Journal: PLoS One ISSN: 1932-6203 Impact factor: 3.240
Fig 1The six game complexes in volleyball.
Fig 2Variables illustration of initial position of server, First Contact, Attack Zone and Target Zone in KV.
(A) Initial Position of the server; (B) First contact and Attack Zone; and (C) Target Zone in KV.
Fig 3Network with Eigenvector Centrality for all complexes.
Terminology: in each node, codes are represented by the name of complex (e.g., KII), followed by the variable and its category (e.g., KVFCZ6 indicates that the action occurred in complex V, the variable in question was Zone of First Contact, and the category is Zone 6). Codes for the different variables: IPS–Initial Position of the Serve; ST–Serve Type (Jump, Jump-Float and Standing-Float); FC–Zone of First Contact; SC Setting Condition; AZ–Attack Zone; AT–Attack Tempo; BO–Block Opposition; KIVB–Number of Available Player Before of Attack Coverage; KIVL–Number of Coverage Lines; KVD and KVF–Downball and Freeball; KVTZ–Target Zone in KV (Attack or Defense Zone).