BYBCAT Metrics Definitions
This page contains definitions of metrics currently used in BYBCAT to measure user performance. Read through our guide to learn what each metric means and how it is calculated.
Scan Metrics
Total Scans
The total number of scans a player performed during the test.
Scan Rate
The Scan Rate measures how often a player looks around to assess their surroundings per second, indicating their spatial awareness and ability to anticipate play. It is calculated by dividing the total number of scans by the duration of the scenario. Players that scan more have a better understanding of their surroundings, and research shows they are more likely to retain the ball and make more successful forward passes.
Scan Timing
Scan Timing is a metric that shows the quality of the scan. It is calculated by dividing the number of correct scans by the number of all scans. Correct scans are ones where the ball was not passed or received during the scan. One is the best possible score and represents 100%, meaning that all scans were made at the right moment.
Scan Symmetry
The Scan Symmetry reflects a player's ability to scan to both sides. Scan Symmetry is calculated as the average direction of a scan throughout the full test. A scan to the left is recorded as -1 and a scan to the right is recorded as +1. If a player scans equally to both left and right, this value will be 0.
Critical Scan
The number of critical scans the player performed. A critical scan is a scan that is made as the ball is travelling towards you. Performing the critical scan gives the player the most up-to-date picture of their surroundings before receiving the ball, which in turn can be used to make better decisions.
Inhibition Test
The Inhibition Test in BYBCAT is designed to measure a player's ability to control or inhibit automatic or impulsive responses. This test assesses a player's decision-making, reaction times, and self-control under pressure, which are crucial skills on the field. In the test, the player will hear a sound as they attempt to perform an action (pass or shoot), and the action will not be performed and time will slow down. The player will be measured on their ability to change their decision, and how long time they spend to perform a new action.
- Inhibition Tests: The number of inhibition tests that actually occurred within the given section of the test.
- Inhibition Correct: The number of times the player was able to change their decision by either successfully picking a different pass to a teammate or by shooting.
- Inhibition False Pass: The number of times the player was able to pick a different pass, but the second pass was played to an opponent.
- Inhibition Incorrect: The number of times the player did not change their decision and performed the same action after the test started.
- Inhibition Average Delay: The average time in seconds between when the player was prompted to inhibit and when they performed an alternative action. Only instances where the player correctly inhibits are considered for this metric.
- Inhibition Minimum Delay: Single fastest time in seconds between the inhibition auditory cue and second decision. Only instances where the player correctly inhibits are considered for this metric.
Working Memory Test
The Working Memory Test in BYBCAT is designed to provide an indication of how well a player retains information during the game. During the test all players are hidden, forcing the player to employ working memory to label the prompts. It shows the number of silhouettes in the player’s visible area that were correctly, incorrectly labelled or remained unanswered. The amount of prompts included in the test is selected before the start of the test.
- Memory Tests: The number of working memory tests that occurred within the given slice.
- Memory Correct: The total number of times the player answered correctly across all working memory tests in the given slice.
- Memory Incorrect: The total number of times the player answered incorrectly across all working memory tests in the given slice.
- Memory Unanswered: The total number of silhouettes the player did not label due to expired time across all working memory tests in the given slice.
- Memory Time: The average time between when a player was asked to label a silhouette in a working memory test and when they answered. Unanswered silhouettes are not considered.
Pattern Recognition Test
A pattern recognition test in BYBCAT is designed to provide an indication of how well a player can recognize situations from context during the game. During the test all players are changed to silhouettes, allowing the player to use the context to label the prompts. During a test the player is asked about one player after the other until the predetermined number of players are selected. After the test is completed, the number of silhouettes in the player's visible area that were correctly, incorrectly labelled or remained unanswered are shown.
- Pattern Recognition Tests: The number of pattern recognition tests that occurred within the given slice.
- Pattern Recognition Correct: The total number of times the player answered correctly across all pattern recognition tests in the given slice.
- Pattern Recognition Incorrect: The total number of times the player answered incorrectly across all pattern recognition tests in the given slice.
- Pattern Recognition Unanswered: The total number of silhouettes the player did not label due to expired time across all pattern recognition tests in the given slice.
- Pattern Recognition Time: The average time in seconds between when a player was asked to label a silhouette in a pattern recognition test and when they answered. Unanswered silhouettes are not considered.
Pass
- Pass Correct: Amount of passes that the player performed to a teammate
- Pass Incorrect: Amount of passes that the player performed to an opponent
- Pass Progression: The average number of opponents that are defeated by the player’s passes. Passes towards the opponent goal are positive numbers, passes towards the player’s goal are negative numbers. Zero is a sideways pass that neither defeats opponents nor loses to them.
Pass Progression = (B - A)
A = # of opponent players between the ball and the opponent goal after a player’s pass
B = # of opponent players between the ball and the opponent goal before a player’s pass
Possession
- Possession Time: Amount of seconds the player was in possession of the ball. The timer starts when the player receives the ball and stops when the player either kicks the ball, is tackled, or the game is paused due to an inhibition or memory test.