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Sports Statistics Glossary
Every statistic and term this site displays, defined in plain language — what it measures, and the misreading worth heading off. 40 entries.
Statistics & Method
- Sample Size#
- How many opportunities a statistic is built from — at-bats, attempts, games. It sets how much the number can be trusted.
- A small sample does not produce a slightly wrong number; it produces a very wide range reported as one number.
- What Sample Size Does to a Batting Average →
- Confidence Interval#
- The range of true values consistent with what was observed. A .300 average over 40 at-bats has a 95% interval of roughly .158 to .442.
- The point estimate is the middle of the interval, not a measurement of the truth.
- What Sample Size Does to a Batting Average →
- Regression to the Mean#
- The tendency for extreme results to be followed by less extreme ones, because extremes are partly luck and luck does not repeat.
- It is not a force and nobody is 'due'. It also does not mean a player got worse — it means the extreme reading was an overestimate.
- Regression to the Mean →
- Base Rate#
- How often something happens normally, with nothing special going on. The comparison point that makes any other number meaningful.
- Most impressive-sounding sports facts are ordinary base rates described dramatically.
- Base Rates →
- Mean vs Medianalso: Average#
- The mean adds everything and divides; the median is the middle value. When the mean sits well above the median, a few big results are carrying it.
- Why Per-Game Averages Mislead →
- Standard Deviation#
- A measure of spread — how far a typical result sits from the average. Two players with the same average and different standard deviations are different players.
- Why Per-Game Averages Mislead →
- Rate Stat#
- A statistic with a denominator — per carry, per plate appearance, per 36 minutes. Measures quality per opportunity.
- Rate Stats vs Counting Stats →
- Counting Stat#
- A running total — home runs, receptions, tackles. Measures production, and therefore rewards opportunity as much as skill.
- League leaders in counting stats are often the players given the most work.
- Rate Stats vs Counting Stats →
- Correlation#
- Two things moving together. It does not say which one moves the other, or whether a third thing moves both.
- Teams that rush for 150 yards win most of the time — because leading causes running, not the reverse.
- Correlation, Causation, and Sports Narratives →
- Survivorship Bias#
- Drawing a conclusion from only the cases that made it to the end, while the ones that dropped out are invisible.
- 'Players who start hot finish strong' — players who start cold get benched and never generate a second half to count.
- Hot Streaks and Survivorship →
- Placebo Testalso: Control group#
- Running the same analysis somewhere the effect should not exist. If the result shows up there too, the original finding is not what it claimed to be.
- Split#
- A statistic computed over a slice of a season — versus left-handers, at home, in September. Every split is a small sample by construction.
- Splits with a physical mechanism (platoon) are more trustworthy than splits without one (month, versus one team).
- Splits, and When They Are Real →
Markets & Odds
- American Oddsalso: Moneyline odds#
- The price format used by US sportsbooks. Negative numbers show how much must be risked to win $100; positive numbers show the win on a $100 stake.
- How Odds Actually Work →
- Implied Probability#
- The probability a price corresponds to. Negative odds: odds / (odds + 100). Positive odds: 100 / (odds + 100). So -150 implies 60%.
- Implied probability includes the book's margin, so the two sides of a market add to more than 100%.
- How Odds Actually Work →
- Holdalso: Vig, Juice, Margin, Overround#
- The amount by which a market's two sides add to more than 100%. It is the operator's built-in margin and it is present in every price.
- A gap between observed hit rate and implied probability is usually the hold, not a mispricing.
- Closing Line#
- The final price before an event starts. Widely used as a reference point because it reflects all information available at kickoff or first pitch.
- Propalso: Player prop, Proposition market#
- A market on an individual outcome within a game — a player's hits, receptions, or points — rather than on the game result.
- Milestone Ladder#
- A set of nested one-sided markets on the same player, such as 1+, 2+, and 3+ hits. Each level is a subset of the one below it.
- Because the levels are nested and one-sided, their implied probabilities must never be added together.
- Line Movement#
- A change in a market's price between when it was posted and now. Movement can come from news, from money, or from an operator adjusting its own exposure.
- A large move on a batter prop a few hours before first pitch is most often lineup confirmation, not information about the outcome.
- Parlayalso: Accumulator#
- A single wager combining several outcomes, all of which must occur. The hold compounds with each leg added.
- Parlay Math →
Baseball
- Batting Averagealso: AVG, BA#
- Hits divided by at-bats. The oldest rate stat in the sport and one of the noisiest.
- It stabilises very slowly. A .300 and a .270 hitter are still only about 1.5 standard deviations apart after 1,000 at-bats.
- What Sample Size Does to a Batting Average →
- On-Base Percentagealso: OBP#
- How often a hitter reaches base per plate appearance, including walks and hit-by-pitches. A better measure of offensive value than batting average.
- Slugging Percentagealso: SLG#
- Total bases divided by at-bats. Measures power, not the ability to reach base.
- OPS and OPS+#
- OPS adds on-base percentage and slugging. OPS+ rescales it for park and league, with 100 set as league average.
- Park Factor#
- A multiplier for how much a stadium inflates or suppresses an outcome. 1.15 for home runs means roughly 15% more than a neutral park.
- Noisy year to year, different by handedness, and an average across all weather conditions.
- Park Factors →
- Platoon Split#
- The difference in a hitter's performance against left- versus right-handed pitching. One of the few splits with a genuine physical mechanism.
- Splits, and When They Are Real →
- ERA and ERA+#
- Earned runs allowed per nine innings. ERA+ adjusts for park and league with 100 as average, so higher is better — the opposite direction to raw ERA.
- WHIP#
- Walks and hits allowed per inning pitched. A simple measure of how much traffic a pitcher allows.
Football & Fantasy
- PPR#
- Points Per Reception scoring, where each catch is worth a point. It raises the value of high-volume receivers and pass-catching backs.
- ADPalso: Average Draft Position#
- Where a player is typically drafted, expressed as an overall pick number rather than a round-and-pick.
- ADP describes what drafters are doing, which is a measure of consensus opinion — not of a player's value.
- Yards Per Carryalso: YPC#
- Rushing yards divided by attempts. A rate stat, and heavily influenced by a few long runs.
- One 70-yard run moves a game's YPC enormously. Check the median carry, not just the mean.
- Why Per-Game Averages Mislead →
- Strength of Schedulealso: SOS#
- A summary of the quality of opponents a team has faced or will face. Remaining schedule is usually more useful than schedule already played.
- Early-season figures are unstable because opponent ratings are still moving.
- Strength of Schedule →
- Regressed Baseline#
- Our Draft Kit figures: last season's per-game PPR production pulled toward the positional mean by how many games the player actually appeared in, with floor and ceiling from that player's own weekly variance.
- This is NOT a projection model. It describes what already happened, adjusted for sample size. Rookies have no prior season and are shown as null rather than guessed.
- Why Projections Have Ranges →
Basketball
- Pace#
- Possessions per 48 minutes. A team-level setting that changes how many chances every player on the floor gets.
- Pace and Usage →
- Usage Ratealso: USG%#
- The share of a team's possessions that end with a given player shooting, drawing a foul, or turning it over. A measure of role, not of quality.
- Efficiency usually dips slightly as usage rises, because the extra shots are the harder ones.
- Pace and Usage →
- Per-36 Minutes#
- Production rescaled to a common 36 minutes of playing time, so players in different roles can be compared.
- It assumes production scales linearly with minutes, which breaks down for players who only play short bursts.
- True Shooting Percentagealso: TS%#
- Scoring efficiency accounting for two-pointers, three-pointers, and free throws together. A fairer comparison than field-goal percentage.
- Effective Field Goal Percentagealso: eFG%#
- Field-goal percentage adjusted for the fact that a three-pointer is worth more than a two.
