| Literature DB >> 31851686 |
Henrich R Greve1, Nils Rudi2, Anup Walvekar3.
Abstract
Rules regulate behavior, but in competitive contexts they also create incentives for rule-breaking because enforcement is imperfect. Sports is a prime example of this, and one that lends itself well to investigation because strategic rule-breaking is often measurable. Professional soccer is a highly competitive team sport with economic rewards for winning given to teams and players. It has a set of rules to ensure fair play, but the enforcement is incomplete, and hence can lead to strategic behavior. Using newly available data, we examine strategic time-wasting, a behavior that help teams win games, or tie games against superior opponents, but is contrary to the objective of game play as entertainment for the spectators. We demonstrate that strategic time-wasting is widespread and is done through delayed restart of the game after goalie capture of the ball, goal kick, throw-in, free kick, corner kick, and substitution. The strategic time-wasting has substantial magnitude, and models of the value per minute predict time-wasting well. Because this time-wasting is a result of incentives created by not stopping the game clock, we predict that a change to rules with stopped game clock when the play is stopped would make game play more time efficient.Entities:
Mesh:
Year: 2019 PMID: 31851686 PMCID: PMC6919576 DOI: 10.1371/journal.pone.0224150
Source DB: PubMed Journal: PLoS One ISSN: 1932-6203 Impact factor: 3.240
Fig 1Frequency and duration of each stoppage.
Models of time-wasting.
| Outcome | Goalie restart play | Goalie kick in play | Throw-in | Free kick | Corner kick | Substitution |
|---|---|---|---|---|---|---|
| (Intercept) | 25.436 | 6.590 | 12.009 | 26.936 | 25.033 | 50.52 |
| Value of minute, positive | 129.637 | 165.078 | 187.904 | 315.646 | 189.899 | 195.340 |
| Value of minute, negative | -407.510 | -175.778 | -180.017 | -208.627 | -226.028 | -291.373 |
| AIC | 211,970 | 181,936 | 543,524 | 406,259 | 131,795 | 75,393 |
| (Intercept) | 24.397 | 6.363 | 11.879 | 26.972 | 24.808 | 49.851 |
| Initial advantage | -0.761 | -0.724 | -0.475 | -0.868 | -0.596 | 0.325 |
| Performance | 2.506 | 1.500 | 1.757 | 2.473 | 2.130 | 2.787 |
| AIC | 211,206 | 181,065 | 542,133 | 405,934 | 131,253 | 75,323 |
| Observations | 34,238 | 32,119 | 89,332 | 51,504 | 21,247 | 8,981 |
Note:
***p<0.001;
**p<0.01;
*p<0.05; two-sided tests.
Standard errors in parentheses below coefficient estimates. AIC is the Akaike Information Criterion for model fit (lower means better model).
Fig 2Delay of game as function of performance.
Performance level. 1 = Bottom 10% (low performance). 2 = Middle 80%. 3 = Top 10% (high performance).
Systematic components of effective playing time.
| Variable | Model 0 | Model 1 | Model 2 | Model 3 | Model 4 |
|---|---|---|---|---|---|
| Incentives home | yes | yes | yes | ||
| Incentives away | yes | yes | yes | ||
| Home fixed effects | yes | ||||
| Away fixed effects | yes | ||||
| Observations | 2231 | 2231 | 2231 | 2231 | 2231 |
| Residual std. errors | 297.143 | 291.159 | 287.172 | 284.780 | 222.285 |
| 0 | 0.045 | 0.071 | 0.091 | 0.461 | |
| F-statistic | - | 8.717[ | 14.129[ | 9.242[ | 21.892[ |
| Df | - | 12 | 12 | 24 | 84 |
Note:
***p<0.001;
**p<0.01;
*p<0.05; two-sided tests.
Fig 3Average effective playing time by average points at home and away.