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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.

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.

Events that need 3D body pose

These events come from players’ 3D skeletons: layer skeleton.

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.

How events and segments fit together

  • 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.