Relationship between screen-play scenarios' effectiveness and player classification in elite wheelchair basketball based on match results of Tokyo 2020 Paralympic Games.

IF 2.3 Q2 SPORT SCIENCES Frontiers in Sports and Active Living Pub Date : 2024-09-13 eCollection Date: 2024-01-01 DOI:10.3389/fspor.2024.1418130
Taku Yasuda, Kaori Tachibana, Hirotaka Mutsuzaki
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Abstract

Background: The competitiveness of wheelchair basketball has increased over time. However, screen-play, considered a vital offensive tactic in running basketball, is still poorly clarified. Therefore, this study aimed to clarify the impact of screen-play on scoring and game results in wheelchair basketball and assess the roles of each player classification (PC).

Methods: Information regarding screen-play, including 13 categories such as shot success, location, and PC, was recorded for 22 wheelchair basketball games in the Tokyo 2020 Paralympic Games. This information was analyzed using the chi-square test to evaluate the significant differences in the appearance frequency of variables in each category (categorical variable) between the winning and losing teams and the shot-success rate.

Results: Except for PC-related categorical variables, comparing the appearance frequency of the winning and losing teams confirmed a significant difference for screen and pass locations (all p < 0.05). Regarding the shot-success rates of the winning and losing teams, a significant difference in five categories was confirmed, including shot and pass locations (all p < 0.05). Regarding the PC, comparing the appearance frequency of the winning and losing teams confirmed a significant difference for PC of the screener (p < 0.05). Significant differences were found in the shot-success rates of the winning and losing teams in nine, five, three, and four categories regarding the PCs of the shooter, user, screener, and passer, respectively, such as shot location, pass location, and type of screen (p < 0.05, respectively).

Conclusion: In wheelchair basketball offenses, it may be effective to consider the following points in the scenario lead-up to a shot: Using two different spaces, in the paint and the 3-point field goal area, could be crucial in screen-play. Improving the accuracy of on-the-ball screen plays appears vital, and using off-the-ball screens could also contribute to winning. Allocating approximately 50% of screeners to the middle-point classification (Middle) players and the rest to the low-point (Low) and high-point (High) classification players, at approximately 25% each, may be practical. Regarding winning team player roles, using High shooters and users; Low, Middle, and High screeners; and Middle and High passers contributed to play success.

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基于 2020 年东京残奥会比赛结果的精英轮椅篮球比赛中剧本情景的有效性与球员分类之间的关系。
背景:随着时间的推移,轮椅篮球的竞争力不断增强。然而,轮椅篮球运动中被视为重要进攻战术的投篮战术(screen-play)仍未得到很好的阐明。因此,本研究旨在阐明轮椅篮球运动中的挡拆战术对得分和比赛结果的影响,并评估各球员分类(PC)的作用:方法:本研究记录了 2020 年东京残奥会 22 场轮椅篮球比赛的出镜率信息,包括投篮成功率、位置和 PC 等 13 个类别。采用卡方检验对这些信息进行分析,以评估胜队和负队在各类变量(分类变量)出现频率和投篮成功率方面的显著差异:结果:除了与 PC 相关的分类变量外,比较胜队和负队的出现频率,证实在挡拆和传球位置上存在显著差异(均为 p p p p p 结论:在轮椅篮球进攻中,投篮成功率和投篮命中率是决定胜负的关键因素:在轮椅篮球进攻中,在投篮前的情景中考虑以下几点可能是有效的:在挡拆战术中,利用油漆区和三分球区域这两个不同的空间可能至关重要。提高球内挡拆战术的准确性似乎至关重要,而使用球外挡拆也有助于获胜。将大约 50% 的挡拆球员分配给中点分类(Middle)球员,其余的分配给低点分类(Low)和高点分类(High)球员,各占大约 25%,这可能是切实可行的。关于获胜队员的角色,使用高分射手和使用者;低分、中分和高分筛选者;以及中分和高分传球者有助于比赛的成功。
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来源期刊
CiteScore
2.60
自引率
7.40%
发文量
459
审稿时长
15 weeks
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