Research article - (2015)14, 584 - 590 |
Changes in the Game Characteristics of a Badminton Match: A Longitudinal Study through the Olympic Game Finals Analysis in Men’s Singles |
Guillaume Laffaye,1, Michael Phomsoupha1, Frédéric Dor2 |
Key words: Notational analysis, elite, racket sport, video analysis, shuttlecock |
Key Points |
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Period and matches |
The matches selected are the Men’s singles finals in all Olympic Games since 1992 ( |
Procedures |
The study received approval from the University’s ethics committee. |
Video-coding process |
The film footage was analyzed frame-by-frame using Dartfish (Dartfish 4.5.2, Fribourg, Switzerland) at a frequency of 25 Hz. The movements of the players were filmed from a front-on and up-side perspective. Two categories of variables were recorded: (i) the temporal variables were defined as proposed in the literature and include the rally time (time elapsed from the serve until the shuttlecock hits the ground or one of the players makes a mistake), number of shots per rally (total number of times the shuttle is hit by both players during the rally time), stroke time (rally time divided by the number of shots per rally), the shots’ frequency, the resting time (the time elapsed from when the shuttlecock hits the ground until the next serve), the effective playing time (Abian-vicen et al., (ii) the notational variables include the different shots and the way the point is ended, and are defined in the following manner: (1) the smash is an aggressive overhead shot with downward trajectory, (2) the clear is an overhead shot with a flat (offensive clear) or rising trajectory (defensive clear) towards the back of the opponent’s court, (3) the drop is a smooth shot from above the head with downward trajectory towards the front of the court, (4) the net shot is a precise shot from near the net which includes the net drop, the lob (offensive with a flat trajectory towards the back of the opponent’s court and defensive with a rising trajectory) and the kill (aggressive shot with downward trajectory), (5) the drive is a powerful shot made at middle body height and in the middle of the court with a flat trajectory, (6) a direct point is a point which ends when the shuttlecock directly hits the ground, (7) a forced error is when the player is under excessive pressure from his opponent and makes an error after doing his shot (which goes in the net or outside the court) and (8) an unforced error is when the player makes an error in an expected situation without excessive pressure from the opponent (Abian-vicen et al., In order to facilitate the data acquisition process and accuracy, a software using macro on Excel (Microsoft©, 2007) has been build, allowing data collection. The video has been analyzed twice: in a first analysis, the observer used the software to time the temporal structure of the game and in the second analysis, the observer took notes on the category of the shots. For this purpose, a grid representing the court and the different areas has been drawn on the software and the observer simply have to select the name of the shot and to start the chronometer (accuracy: ±0.01s) and stop it for each sequence of game (temporal structure). |
Inter- and intra-observer validity |
In order to ensure the validity of the data coding process, two independent observers expert in Badminton (trainers having the qualification required by the French Federation of Badminton) have coded the same sequence twice, allowing to measure the inter- and intra-observer validity (Triolet et al., Before selecting the different shots, a pre-experiment had been conducted with three observers on an entire game to check the repeatability of the coding. Based on this feedback, we have reduced the number of different shots from 8 to 5: the slice has been coded as a drop shot, the two different clears (defensive and offensive) have been gathered as one and the two different lobs (defensive and offensive) as well. With this new notational coding, the results show a high intra-class correlation (ICC = 0.99 and CV% = 0.12 for intra observer) on temporal data. For the notational analysis, the inter-coder CV is 2.8% with variations between 1.0% for the net and 5.0% for the drive while the intra-coder CV is 2.4% and with variations between 0.4% for the net and 3.9% for the smash. This proves a significant validity of the method used (CV< 5% and ICC >80%) (Donner and Eliasziw, |
Statistical analysis |
Temporal structure statistics analyze with one-way measure of the variance (ANOVA) with Fisher LSD post-hoc test using Statistica 10. Moreover, to understand the link between variables, a uni-variated correlation study with Pearson correlation was performed. The notational analysis (the percentage of stroke and errors) were analyzed with a χ2-test by comparing the theoretical number of occurrences with a mean value to the real number of occurrences. The null-hypothesis is that the distribution of strokes and the number of unforced errors and direct points depend on the Olympic Games (OG). The criterion for statistical significance was set at p<0.05 and effect size (η2) was defined as small (η2>0.01), medium (η2>0.09) and large (η2>0.25). For post-hoc effect size (Cohen’s D) was defined as large (D>.80), moderate (>.50) and small (D> 20) (Cohen, |
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Temporal structure |
The change of the temporal structure has been summarized in For instance, the number of shots shows a twofold increase from 12.3 ± 0.9 at the OG-92 to 12.0 ± 0.9 at the OG-12 (p < 0.0001; [4.57;8.46], Cohen’s D = 0.40). The size effects are small to large for all significant post-hoc (from 0.3 to 1.1). The rally time and the resting time double between the OG-92 and the OG-12 respectively from 12.9 ± 1.0s to 10.1 ± 0.7s (p<0.0001; [2.74;6.56], Cohen’s D = 0.30) and 14.8 ± 1.4s to 33.5 ± 1.5s (p<0.0001; [14.9;22.4], Cohen’s D = 0.70) meaning a difference in the time management with large effect size. At the same time, the effective playing time from 34.7 ± 1.4 % at the OG-92 to 22.7 ± 1.4 % at the OG-12 (p<0.0001; [7.9;15.9], Cohen’s D = 0.84). The rally time and the resting time changes reveal significant curvilinear fluctuations, showing that the rally time decreases between OG-92 and OG-96, then increases between OG-96 and OG-00, and stays stable until OG-08, before increasing again ( |
Notational analysis |
The percentages of the repartition of the strokes are presented in Regarding the way the points are won, the χ2 test did not reveal any changes throughout the different Olympic Games finals ( |
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Temporal structure |
One of the main results is the increase of 34.0% in the shot frequency from the first final to the last one, from 0.9s-1 to 1.3s-1. For the others temporal indicators OG-92 final seems to be an exception in this change, with values comparable to the OG-04 for the resting time and higher than all others for the rally time. The number of shots (5.5 at the OG-96 to 10.2 at the OG-12), which is an associated variable of the rally time, increases during this period of time (+119.0%), except for OG-92. All the indicators used to assess the temporal structure show a change of the game intensity during the last two decades. Our shot frequency since OG-04 is higher than those reported by previous studies [0.92-1.08 s-1] at the same period ( The resting time, which is the time necessary to recover a lower heart rate level threshold for the next rally, reveals the same change over time (Fahimi and Vaezmousavi, |
Notational analysis |
Concerning the stroke distribution, we hypothesized differences between the different OG. The averaged distribution is 10.0% for the clear, 15.0% for the drop, 13.0% for the smash, 3.0% for the drive, 30.0% for the net drop, 25.0% for the lob and 3.0% for the kill. The statistical analysis shows that there is a significant change only for the clear, which oscillates from 3.0% in OG-04 to 18.0% in OG-92, all the other stroke distributions being similar along this period. When correlating this value with the mean rally time, we found a correlation of r = 0.60 (p<0.01), revealing that the clear is a key stroke which prolongs the rally time. This means that the clear is used for tactical purposes, either to wait for an inaccuracy of the opponent or to leave it to him to take the initiative; however, it can also be used to exhaust the opponent when necessary. The aggregation of shots from a part of the court shows slight differences when compared to previous studies (Liddle et al., Lastly, when analyzing the way the point is finished, no difference was found between the different OG finals. 36.0% of the points are direct points, meaning the shuttlecock hits the ground, 23.0% of the points end with forced error and 41.0% with an unforced error. Hypothesizing that the percentage of unforced errors decreases with the level of expertise, it is expected that the values of the present study are lower compared to lower level of expertise. Indeed, in a recent study with Taiwanese players (Chen and Chen, |
Tactical changes in Badminton |
Further, it seems that changes have appeared in the tactical aspects of the game with time. During this period, two main rules have evolved: the possibility of coaching during the resting time between each point since May 2006 and how the points are counted. Nowadays, regardless of the server, one of the two players marks a point at the end of each rally, allowing a larger risk-taking. In other terms, before May 2006, the server could use a smash on the lateral side line risking only to lose the serve, but after May 2006, the server lose the point in the same situation. It is interesting to note that these changes do not have any influence on the percentage of unforced errors, which did not change all along the OG. It reflects a similar accuracy of the player despite an increase of the game velocity and the risk-taking. This reveals that Badminton players have become more explosive, more accurate and more tactical. The use of the resting time between each point for tactical reasons is demonstrated by the change of its correlation with the rally time. A previous study of Cabello Manrique and González-Badillo ( The increase of the shot frequency along the Olympic Games finals, with a similar stroke distribution, reveals another tactical change. It suggests that the trajectories used have become shorter and flatter. The player is also able to strike the shuttlecock, from a particular place of the court to another, faster today than ten years ago (Cabello Manrique and González-Badillo, |
Impact on the physiological demand |
The present study suggests that the game has become more intensive and consequently argues for a change in the metabolic demands on all the bioenergy systems necessitating a higher resting time. This confirms the importance of a lactic as well as aerobic energy production, due to the intermittent nature of this sport and the fluctuations of several physiological variables, such as heart rate, blood lactate concentration and oxygen consumption (Faude et al., Moreover, accelerating the shuttlecock necessitates a higher muscular contraction intensity, which results in a higher recovery time. Based on these results, it seems necessary to update the knowledge on the physiology of Badminton to better understand and manage actual and future training as well as tournament time. |
Limitations |
One limitation of the present study is that it is based only on the finals and not the entire tournaments. This choice has been made for two main reasons: (1): the difficulty to retrieve the videos of all matches during the OG-92 (2): the fact that the rules of the qualification for the OG are based on the quota of players per country meaning that there is huge difference of level between the best countries and the weaker one. Consequently, several matches are unbalanced, even in semi-final (e.g OG-00, OG-04, OG-12). Another limitation is the modification of the rules that influence of the change of Badminton game between OG-92 - OG-04 to OG-08 - OG-12, it impacts notably on the effective playing time. |
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To the best of our knowledge, this study was the first longitudinal study on elite Badminton game. It clearly showed a change of the temporal structure of the Badminton game with significant fluctuations in the rally time, resting time, number of shots per rally and an important increase in the shot frequency (+34.0%), and a decrease in the effective playing time (-34.5%). Moreover, this work showed that the notational analysis may could be very useful for coaching and training (Cabello and Lees, The first study finding indicates a high shot frequency, about 1.26 shots per second, which is one of the characteristics of the modern Badminton, in accordance with other recent studies. That means that this parameter has to be included in the training design to be as close as possible to the reality of a game and to be highly competitive for elite level. This could be done by using flat trajectories rather than high trajectories, especially in the game of backcourt. The second main finding of this study is the change of the temporal structure of the game, with an increase of the rest time and a decrease of the effective playing time due to the increase of the intensity of the game. The training design for a metabolic purpose has to take into account this new data, by using a ratio of working time on rest time about 1:3 with a high intensity of the rallies. |
ACKNOWLEDGEMENTS |
The authors are grateful to Fabrice Vallet, the French Federation of Badminton, for crucial comments, suggestions and for sharing the videos of OG-96 to OG-12 and Ryan Kurniawan, for sharing the video of OG-92. |
AUTHOR BIOGRAPHY |
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REFERENCES |
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