Event and segment types returned by the Game Data API.
The Game Data API is in preview. Endpoints, fields and limits may change before release, and it is not yet available to call.
Events are moments, such as a pass or a high-speed run. Segments are spans of time that events sit inside, such as a phase of play or a possession. Every event shares the same envelope fields (see List Game Events), and so does every segment (see List Game Segments). The fields specific to each type are in attributes. Select a type for its subtypes, attributes, units and an example.
Events that involve the ball
These events need the ball as well as player positions: layer ball.
Throw-ins, corners, goal kicks, free kicks, penalties and kick-offs.
set_piece
Events that need only player positions
These events come from player movement alone: layer position. Aerial duels are the exception: they need the ball’s height. Per-player totals, such as distance and top speed, are in Get Physical Summary.
A player on the ground, detected from 3D body pose.
player_down
Segments
Phases of play and possessions cover the in-play timeline with no gaps, and stop during a dead ball. Key moments are analysis windows laid over the top.
Every event carries phase, team_possession_id and player_possession_id, copied from the segments it falls in, so you can filter events without joining to segments. phase is the in-possession phase.
An event that crosses a boundary, such as a run that starts in one phase and ends in the next, belongs to the segment where it starts.
Events that don’t involve the ball, such as high-speed runs, changes of direction and ground duels, still get a phase. They only get possession IDs when the ball is tracked.
Key moments list their events in event_ids. They are never used to filter or count events.
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