Sports Analytics Glossary
Your comprehensive guide to sports analytics terms, metrics, and abbreviations
+/- (Plus/Minus)
The point differential when a player is on the court, calculated as team points scored minus opponent points scored. A positive plus/minus indicates the team outscored opponents with the player on the floor. While useful, it's heavily influenced by teammates and opponents, requiring context for proper interpretation.
+/- (Plus/Minus)
The point differential when a player is on the court, calculated as team points scored minus opponent points scored. A positive plus/minus indicates the team outscored opponents with the player on the floor. While useful, it's heavily influenced by teammates and opponents, requiring context for proper interpretation.
3P% (3P%)
Three-Point Percentage - The percentage of three-point attempts that are made, calculated as 3PM / 3PA. League average is typically around 35-37%, with elite shooters achieving 40% or higher. This is a critical metric in modern basketball analytics.
3PA (Three-Point Attempts)
The number of field goal attempts taken from beyond the three-point line. Modern basketball has seen a dramatic increase in three-point attempts due to their higher point value. This metric indicates a player's willingness to shoot from long range.
3PA (3PA)
Three-Point Attempts - The number of field goal attempts taken from beyond the three-point line. Modern basketball has seen a dramatic increase in three-point attempts due to their higher point value. This metric indicates a player's willingness to shoot from long range.
AST (AST)
Assists - A pass that directly leads to a teammate scoring a basket. The pass must directly contribute to the score, meaning the receiving player scores immediately or after one dribble. Assists measure a player's ability to create scoring opportunities for teammates.
AST (AST)
Assists - A pass that directly leads to a teammate scoring a basket. The pass must directly contribute to the score, meaning the receiving player scores immediately or after one dribble. Assists measure a player's ability to create scoring opportunities for teammates.
AST/TO (AST/TO)
The ratio of assists to turnovers, calculated as AST / TOV. This metric measures a player's playmaking efficiency and ball security. Point guards typically have the highest ratios, with 2:1 or better considered good.
AST% (Assist Percentage)
An estimate of the percentage of teammate field goals assisted by the player while on the floor. This measures playmaking rate independent of pace and playing time. Elite point guards typically have assist percentages above 30%.
AST% (AST%)
An estimate of the percentage of teammate field goals assisted by the player while on the floor. This measures playmaking rate independent of pace and playing time. Elite point guards typically have assist percentages above 30%.
BLK (Blocks)
When a defensive player legally deflects or stops a field goal attempt by touching the ball. Blocks must occur before the ball reaches its apex and without goaltending. Elite shot blockers provide rim protection and deter opponents from attacking the basket.
BLK (BLK)
When a defensive player legally deflects or stops a field goal attempt by touching the ball. Blocks must occur before the ball reaches its apex and without goaltending. Elite shot blockers provide rim protection and deter opponents from attacking the basket.
BLK% (Block Percentage)
An estimate of the percentage of opponent two-point field goal attempts blocked by the player while on the floor. This metric adjusts for playing time and opponent shot attempts. Elite rim protectors can achieve block percentages above 5%.
BLK% (BLK%)
An estimate of the percentage of opponent two-point field goal attempts blocked by the player while on the floor. This metric adjusts for playing time and opponent shot attempts. Elite rim protectors can achieve block percentages above 5%.
Box Plus/Minus (BPM)
A box score estimate of points per 100 possessions a player contributed above league average.
BPM (Box Plus/Minus)
A box score-based metric that estimates a player's contribution relative to league average per 100 possessions. It combines offensive and defensive box plus/minus components. A BPM of +5.0 indicates an All-Star level player.
BPM (BPM)
A box score-based metric that estimates a player's contribution relative to league average per 100 possessions. It combines offensive and defensive box plus/minus components. A BPM of +5.0 indicates an All-Star level player.
C&S FG% (C&S FG%)
The shooting percentage on field goal attempts where the player catches the ball and shoots within two seconds without dribbling. This isolates pure shooting ability from shot creation. Specialists often exceed 40% on catch-and-shoot attempts.
Charges (Charges Drawn)
When a defensive player establishes legal guarding position and takes contact from an offensive player, resulting in an offensive foul. Drawing charges requires positioning, anticipation, and willingness to sacrifice the body. They result in turnovers and team fouls for the opponent.
Charges (Charges Drawn)
When a defensive player establishes legal guarding position and takes contact from an offensive player, resulting in an offensive foul. Drawing charges requires positioning, anticipation, and willingness to sacrifice the body. They result in turnovers and team fouls for the opponent.
Contest% (Contest Percentage)
The percentage of opponent field goal attempts that a defender contests while on the floor. This tracking metric measures defensive activity and effort. Higher contest percentages indicate more active defensive positioning.
Contest% (Contest Percentage)
The percentage of opponent field goal attempts that a defender contests while on the floor. This tracking metric measures defensive activity and effort. Higher contest percentages indicate more active defensive positioning.
Contested Shots (Contested Shots)
The percentage of a player's field goal attempts where a defender is within a certain distance (typically 4 feet) at release. Higher percentages indicate a player faces tighter defense, often due to their scoring threat. Elite scorers maintain efficiency even with high contested shot rates.
DBPM (DBPM)
A box score-based metric that estimates a player's defensive contribution relative to league average per 100 possessions. It uses statistics like steals, blocks, and defensive rebounds to evaluate defensive impact. Positive values indicate above-average defensive performance.
DEF WS (Defensive Win Shares)
An estimate of the number of wins contributed by a player due to their defense. This metric credits players for team defensive performance while they're on the court. It's calculated using defensive rating and playing time.
DEF WS (Defensive Win Shares)
An estimate of the number of wins contributed by a player due to their defense. This metric credits players for team defensive performance while they're on the court. It's calculated using defensive rating and playing time.
Deflections (Deflections)
The number of times a player gets a hand on the ball on defense, disrupting passes or dribbles. Deflections don't always result in steals but indicate active defensive hands and disruption. This hustle stat correlates with overall defensive impact.
Deflections (Deflections)
The number of times a player gets a hand on the ball on defense, disrupting passes or dribbles. Deflections don't always result in steals but indicate active defensive hands and disruption. This hustle stat correlates with overall defensive impact.
DFG% (DFG%)
The field goal percentage allowed by a defender on shots they contest or when they are the primary defender. This tracking statistic measures how well a player prevents made baskets. Lower percentages indicate better individual defensive performance.
Distance (Distance Covered)
The total distance in miles that a player travels during a game, measured by player tracking systems. This includes all movement on the court regardless of speed. Players who cover more distance often have higher motor and defensive engagement.
Distance (Distance)
The total distance in miles that a player travels during a game, measured by player tracking systems. This includes all movement on the court regardless of speed. Players who cover more distance often have higher motor and defensive engagement.
Double-Double (Double-Double)
A single-game performance where a player accumulates double-digit totals in two of five statistical categories: points, rebounds, assists, steals, or blocks. The most common double-doubles are points-rebounds and points-assists. Recording frequent double-doubles indicates versatile, well-rounded play.
Double-Double (Double-Double)
A single-game performance where a player accumulates double-digit totals in two of five statistical categories: points, rebounds, assists, steals, or blocks. The most common double-doubles are points-rebounds and points-assists. Recording frequent double-doubles indicates versatile, well-rounded play.
DRB (Defensive Rebounds)
Rebounds collected on the defensive end after a missed field goal by the opposing team. Defensive rebounds end opponent possessions and allow teams to transition to offense. Securing defensive rebounds is fundamental to preventing second-chance points.
DRB (DRB)
Rebounds collected on the defensive end after a missed field goal by the opposing team. Defensive rebounds end opponent possessions and allow teams to transition to offense. Securing defensive rebounds is fundamental to preventing second-chance points.
DRB% (DRB%)
The percentage of available defensive rebounds a player grabs while on the floor. The formula estimates what percentage of opponent misses are rebounded by the player. Higher percentages indicate stronger defensive rebounding ability.
Drives (Drives Per Game)
The number of times per game a player drives toward the basket with the ball, tracked via player tracking data. Drives are defined as offensive moves that start at least 20 feet from the basket and end within 10 feet. High drive numbers indicate aggressive attacking play.
Drives (Drives)
The number of times per game a player drives toward the basket with the ball, tracked via player tracking data. Drives are defined as offensive moves that start at least 20 feet from the basket and end within 10 feet. High drive numbers indicate aggressive attacking play.
DRtg (Defensive Rating)
An estimate of points allowed per 100 possessions by a player or team. For players, it estimates how many points the team allows while they're on the floor. Lower defensive ratings indicate better defensive performance.
DRtg (DRtg)
An estimate of points allowed per 100 possessions by a player or team. For players, it estimates how many points the team allows while they're on the floor. Lower defensive ratings indicate better defensive performance.
eFG% (eFG%)
Effective Field Goal Percentage - A shooting percentage that adjusts for the fact that three-point field goals are worth more than two-point field goals. The formula is: (FGM + 0.5 * 3PM) / FGA. This metric provides a better measure of shooting efficiency than standard FG%.
Elbow Touches (Elbow Touches)
The number of times per game a player receives the ball in the elbow area (the corners where the free throw line meets the lane). The elbow is a key decision-making zone for pick-and-pop players and mid-range shooters. This tracking stat identifies players who operate from these efficient passing positions.
FG% (FG%)
Field Goal Percentage - The percentage of field goal attempts that are made, calculated as FGM / FGA. This basic shooting metric treats all field goals equally regardless of distance. It's useful but doesn't account for the added value of three-point shots.
FGA (Field Goal Attempts)
The total number of shots attempted from the field, excluding free throws. This includes both made and missed shots from two-point and three-point range. FGA helps measure a player's offensive volume and shot selection.
FGA (FGA)
Field Goal Attempts - The total number of shots attempted from the field, excluding free throws. This includes both made and missed shots from two-point and three-point range. FGA helps measure a player's offensive volume and shot selection.
FT% (FT%)
Free Throw Percentage - The percentage of free throw attempts that are made, calculated as FTM / FTA. Free throws are uncontested shots from 15 feet, making this a measure of shooting consistency and touch. Elite free throw shooters typically convert 85% or more.
GS (Games Started)
The number of games in which a player is in the starting lineup at tip-off. Starting indicates a player's role as a core contributor to the team. Some high-impact players come off the bench despite being among their team's best.
GS (Games Started)
The number of games in which a player is in the starting lineup at tip-off. Starting indicates a player's role as a core contributor to the team. Some high-impact players come off the bench despite being among their team's best.
LEBRON (LEBRON)
BBall Index's comprehensive player impact metric that combines box score stats with on/off data. It adjusts for luck, teammate quality, and opponent strength to estimate true player value. LEBRON provides both offensive and defensive components measured per 100 possessions.
MP (Minutes Played)
The total amount of playing time a player receives in a game or over a season. NBA games consist of 48 minutes, while college games are 40 minutes. Playing time reflects coaching trust, stamina, and importance to team success.
MP (Minutes Played)
The total amount of playing time a player receives in a game or over a season. NBA games consist of 48 minutes, while college games are 40 minutes. Playing time reflects coaching trust, stamina, and importance to team success.
NetRtg (Net Rating)
The difference between offensive rating and defensive rating (ORtg - DRtg). Positive net ratings indicate a player or team scores more efficiently than they allow. This is one of the best indicators of overall team or player effectiveness.
NetRtg (NetRtg)
The difference between offensive rating and defensive rating (ORtg - DRtg). Positive net ratings indicate a player or team scores more efficiently than they allow. This is one of the best indicators of overall team or player effectiveness.
OBPM (OBPM)
The offensive component of Box Plus/Minus, estimating a player's offensive contribution relative to league average. It uses box score statistics like points, assists, turnovers, and shooting efficiency. Positive values indicate above-average offensive impact.
OpptPTS (Opponent Points)
The number of points scored by opponents against a team or while a specific player is on the floor. When contextualized per possession or per 100 possessions, this becomes a key defensive metric. Lower opponent points indicate better defensive performance.
OpptPTS (Opponent Points)
The number of points scored by opponents against a team or while a specific player is on the floor. When contextualized per possession or per 100 possessions, this becomes a key defensive metric. Lower opponent points indicate better defensive performance.
ORB (Offensive Rebounds)
Rebounds collected on the offensive end after a missed field goal by the player's team. Offensive rebounds extend possessions and create second-chance scoring opportunities. They're particularly valuable as they prevent the opponent from starting a fast break.
ORB (ORB)
Rebounds collected on the offensive end after a missed field goal by the player's team. Offensive rebounds extend possessions and create second-chance scoring opportunities. They're particularly valuable as they prevent the opponent from starting a fast break.
ORB% (ORB%)
The percentage of available offensive rebounds a player grabs while on the floor. This estimates what percentage of missed shots by the player's team are rebounded by that player. Elite offensive rebounders achieve percentages above 10%.
ORtg (Offensive Rating)
An estimate of points produced per 100 possessions by a player or team. For players, it measures how many points they generate through scoring, assists, and offensive rebounds. Higher offensive ratings indicate more efficient offensive play.
ORtg (ORtg)
Offensive Rating - An estimate of points produced per 100 possessions by a player or team. For players, it measures how many points they generate through scoring, assists, and offensive rebounds. Higher offensive ratings indicate more efficient offensive play.
Pace (PACE)
Number of possessions per 48 minutes
Pace (Pace Factor)
An estimate of the number of possessions per 48 minutes for a team or per game. Faster pace means more possessions and typically higher scoring games. Pace is crucial for normalizing stats, as players on fast-paced teams naturally accumulate more counting stats.
Pace (Pace)
An estimate of the number of possessions per 48 minutes for a team or per game. Faster pace means more possessions and typically higher scoring games. Pace is crucial for normalizing stats, as players on fast-paced teams naturally accumulate more counting stats.
Paint Touches (Paint Touches)
The number of times per game a player touches the ball while in the painted area beneath the basket. Paint touches often lead to high-percentage scoring opportunities. This metric helps evaluate interior offensive threats and post players.
PER (PER)
Player Efficiency Rating - A measure of per-minute production standardized across the league.
PER (PER)
A comprehensive efficiency metric developed by John Hollinger that combines all box score statistics into one number. The league average is set at 15.0, with higher values indicating better performance. PER adjusts for pace and weights stats by their offensive value.
PF (Personal Fouls)
Fouls committed by a player that involve illegal physical contact with an opponent. Players foul out after six personal fouls in the NBA or five in college. Disciplined defenders minimize fouls while maintaining defensive intensity.
PF (PF)
Fouls committed by a player that involve illegal physical contact with an opponent. Players foul out after six personal fouls in the NBA or five in college. Disciplined defenders minimize fouls while maintaining defensive intensity.
PIE (PIE)
A metric that measures a player's overall statistical contribution against the total statistics of all players. The formula sums positive contributions and subtracts negative ones, then divides by total league statistics. The league average is 0.500 or 50%.
PPG (Points Per Game)
The average number of points scored per game by a player or team. This is calculated by dividing total points by games played. While simple, it remains one of the most widely recognized statistics for measuring offensive production.
PPG (PPG)
The average number of points scored per game by a player or team. This is calculated by dividing total points by games played. While simple, it remains one of the most widely recognized statistics for measuring offensive production.
PTS (PTS)
Points - The total number of points scored by a player or team. Points are earned through field goals (2 or 3 points) and free throws (1 point). This is the most fundamental offensive statistic in basketball.
PTS (PTS)
Points - The total number of points scored by a player or team. Points are earned through field goals (2 or 3 points) and free throws (1 point). This is the most fundamental offensive statistic in basketball.
Pull-Up FG% (Pull-Up FG%)
The shooting percentage on field goal attempts taken off the dribble after at least one dribble. This measures a player's ability to create and make their own shot. Pull-up shooting is generally more difficult than catch-and-shoot.
RAPTOR (RAPTOR)
FiveThirtyEight's advanced metric combining player tracking data with plus/minus statistics. It estimates a player's impact on team performance per 100 possessions on both offense and defense. RAPTOR updates more rapidly than traditional metrics and accounts for teammate quality.
RPM (Real Plus-Minus)
A metric developed by ESPN that estimates a player's impact on team performance per 100 possessions using on/off court data. It adjusts for teammates and opponents to isolate individual contributions. RPM is split into offensive and defensive components.
RPM (RPM)
A metric developed by ESPN that estimates a player's impact on team performance per 100 possessions using on/off court data. It adjusts for teammates and opponents to isolate individual contributions. RPM is split into offensive and defensive components.
Speed (Average Speed)
The average speed in miles per hour that a player moves during a game, tracked via player tracking technology. This includes running, walking, and standing still averaged over the entire game. Higher speeds often correlate with defensive intensity and transition play.
Speed (Speed)
The average speed in miles per hour that a player moves during a game, tracked via player tracking technology. This includes running, walking, and standing still averaged over the entire game. Higher speeds often correlate with defensive intensity and transition play.
STL (Steals)
When a defensive player legally causes a turnover by taking the ball away from an opponent. Steals can occur through deflecting passes, picking pockets during dribbles, or stripping the ball during shooting motions. High steal numbers indicate active hands and anticipation.
STL (STL)
When a defensive player legally causes a turnover by taking the ball away from an opponent. Steals can occur through deflecting passes, picking pockets during dribbles, or stripping the ball during shooting motions. High steal numbers indicate active hands and anticipation.
STL% (Steal Percentage)
An estimate of the percentage of opponent possessions that end with a steal by the player while on the floor. This rate statistic adjusts for playing time and pace. Elite perimeter defenders typically have steal percentages above 2%.
STL% (STL%)
An estimate of the percentage of opponent possessions that end with a steal by the player while on the floor. This rate statistic adjusts for playing time and pace. Elite perimeter defenders typically have steal percentages above 2%.
Touch Time (Average Touch Time)
The average amount of time in seconds that a player holds the ball per touch, tracked via SportVU cameras. Shorter touch times can indicate quick decision-making or off-ball movement, while longer times suggest more isolation play. This helps distinguish between ball-dominant and catch-and-shoot players.
Touch Time (Average Touch Time)
The average amount of time in seconds that a player holds the ball per touch, tracked via SportVU cameras. Shorter touch times can indicate quick decision-making or off-ball movement, while longer times suggest more isolation play. This helps distinguish between ball-dominant and catch-and-shoot players.
Touches (Touches Per Game)
The number of times a player touches the ball per game, tracked by player tracking systems. This includes catches, rebounds, steals, and dribbles. Touch volume indicates involvement in the offense and ball-handling responsibility.
Touches (Touches)
The number of times a player touches the ball per game, tracked by player tracking systems. This includes catches, rebounds, steals, and dribbles. Touch volume indicates involvement in the offense and ball-handling responsibility.
TOV (TOV)
When a player loses possession of the ball to the opposing team before attempting a field goal. Turnovers include bad passes, offensive fouls, traveling violations, and other errors. Lower turnover rates generally indicate better ball security and decision-making.
TOV (TOV)
When a player loses possession of the ball to the opposing team before attempting a field goal. Turnovers include bad passes, offensive fouls, traveling violations, and other errors. Lower turnover rates generally indicate better ball security and decision-making.
TRB% (TRB%)
The percentage of all available rebounds (offensive and defensive) grabbed by a player while on the floor. This combines offensive and defensive rebounding into one rate statistic. Dominant rebounders like centers often exceed 20% total rebound percentage.
Triple-Double (Triple-Double)
A single-game performance where a player accumulates double-digit totals in three of five statistical categories. This rare achievement demonstrates exceptional all-around ability. Russell Westbrook and Oscar Robertson are famous for their triple-double frequency.
Triple-Double (Triple-Double)
A single-game performance where a player accumulates double-digit totals in three of five statistical categories. This rare achievement demonstrates exceptional all-around ability. Russell Westbrook and Oscar Robertson are famous for their triple-double frequency.
True Shooting Percentage (TS%)
A measure of shooting efficiency that accounts for field goals, 3-pointers, and free throws.
TS% (TS%)
True Shooting Percentage - A measure of shooting efficiency that accounts for field goals, 3-point field goals, and free throws. The formula is: Points / (2 * (FGA + 0.44 * FTA)). This provides a more comprehensive view of scoring efficiency than standard field goal percentage.
Usage Rate (USG%)
Percentage of team plays used by a player while on court
Usage Rate (USG%)
An estimate of the percentage of team plays used by a player while on the floor.
USG% (Usage Percentage)
An estimate of the percentage of team plays used by a player while on the floor. This includes field goal attempts, free throw attempts, and turnovers. Higher usage rates indicate players who are more involved in their team's offense.
USG% (USG%)
Usage Percentage - An estimate of the percentage of team plays used by a player while on the floor. This includes field goal attempts, free throw attempts, and turnovers. Higher usage rates indicate players who are more involved in their team's offense.
VORP (VORP)
Value Over Replacement Player - points contributed above replacement level
VORP (VORP)
A cumulative statistic that estimates a player's total value compared to a theoretical replacement-level player. It's calculated using BPM and playing time, measuring total contribution rather than per-possession efficiency. Higher VORP indicates greater overall impact on team success.
WS (Win Shares)
An estimate of the number of wins contributed by a player through offensive and defensive performance. The calculation allocates team wins to individual players based on their contributions. A single-season total above 10 win shares indicates an All-Star caliber performance.
WS (WS)
An estimate of the number of wins contributed by a player through offensive and defensive performance. The calculation allocates team wins to individual players based on their contributions. A single-season total above 10 win shares indicates an All-Star caliber performance.
WS/48 (WS/48)
Win shares divided by minutes played, then multiplied by 48 to get a per-game rate. This normalizes win shares for playing time, allowing comparison between starters and bench players. Values above 0.200 indicate elite performance.
Quick Reference
Common sports analytics metrics you should know
Baseball Metrics
- WAR - Wins Above Replacement
- wOBA - Weighted On-Base Average
- FIP - Fielding Independent Pitching
- wRC+ - Weighted Runs Created Plus
Soccer Metrics
- xG - Expected Goals
- xA - Expected Assists
- PPDA - Passes Per Defensive Action
- PSxG - Post-Shot Expected Goals
Basketball Metrics
- PER - Player Efficiency Rating
- TS% - True Shooting Percentage
- BPM - Box Plus/Minus
- VORP - Value Over Replacement Player
Football Metrics
- EPA - Expected Points Added
- CPOE - Completion Percentage Over Expected
- DVOA - Defense-adjusted Value Over Average
- PFF Grade - Pro Football Focus Grade