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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.
Target Share#
The percentage of a team's passing targets that go to one receiver. A role measure, and more stable week to week than receptions.
Snap Share#
The percentage of a team's offensive plays a player was on the field for. The clearest available signal of role.
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.

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