Understanding PossessionPointsSM
We are glad you are looking to further understand
PossessionPoints. While you may certainly read this page and
explore the site on your own, we do have some short videos that will help
you to understand our site and all it has to offer more quickly.
Videos: "Fantasy Player
Expected Values", "What Our Matchup Page
Can Do For You", "The Basics of
PossessionPoints.com" and "A Quick Video Tour of
PossessionPoints.com" - we recommend the tour first (it has the green background)
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Theory:
PossessionPointsSM was designed to quantify how a
team’s Offense plays a role in the success of their team’s Defense
on both a physical and emotional level. As every coach, player and
fan will testify, a team’s Defense needs both rest and confidence. When the Offense scores on a long drive, they provide their
Defense much needed physical rest and mental confidence.
PossessionPointsSM captures this fact with a simple
equation that multiplies the Time of Posession of a scoring drive by
the points scored. We call these points
Raw PossessionPointsSM.
The Raw PossessionPointsSM
is only part the picture. The next step is to capture numerically that all too elusive
emotional quality – momentum. We found stunning results when we
added the quarter in which the points were put on the board to the
actual points themselves and factored in the
possession time of the scoring drive. We called these
“Quarter-Weighted PossessionPointsSM” which are for our
discussion the only PossessionPointsSM we will really
talk about, analyze or otherwise work with on this website or in the
newsletter. So when you hear us refer to PossessionPointsSM
– we are talking about the quarter-weighted number that includes all
the physical and emotional factors – rest, confidence and momentum.
Indicators:
The PossessionPoints indicators were developed
to give a graphical representation when a significant value is
attained.
You will hear us talk about the “Offense
Effect”, “Net Effect” and “Defense Effect”. These are listed in
order of significance, if you see these in a color graphic they will
be top to bottom Offense, Net and Defense. So you may see graphics
like these below:
The significance of the colors:
Offense Effect:
The top value is the “Offense Effect” which is
the PossessionPoints scored by a teams Offense during a game. When a
team reaches 60 PossessionPoints, the indicator turns “yellow”, when
they reach 100 it turns “green”. This indicator starts Red (with 0
PosessionPoints ) and can only change to Yellow and Green and does
not change back during a game. In 2006 during the regular season,
there were 256 games, and 253 times a team’s possession points put
them in the green indicator zone which led to a victory 200 times or
74.5% of the time. That is why this is the top indicator.
Net Effect:
The middle indicator is the “Net Effect”. This
is simply the Offense Effect minus the Defense Effect (the other
teams Offense Effect). This indicator’s color range is:
-
Green when the value is greater than
40
-
Yellow when the value is between
40
and -40
(which is where it starts at the beginning of the game)
-
Red when the value is less than
-40
This indicator can change multiple times during
a game, and although it is rare, it can go from red to green and
back to red again. We found during the 2006 season that the Net
Effect was Green for a team 154 times. A team with a Green Net
Effect won 90% of the time.
Defense Effect:
The bottom value is the “Defense Effect” which is the
PossessionPoints scored by the other team during a game. The
indicator colors are the opposite of the Offense Effect. At the
onset of the game, this indicator is green and stays Green until the
other team reaches 60 PossessionPoints. When this happens, the indicator turns Yellow. If the
opposing team reaches 100 PossessionPoints, the indicator turns
“Red”. As with the “Offense Effect” it can only change in the one
direction during a game. Obviously, since this is the opposite of
the Offense Effect, we know that a team will lose 74.5% of the time
when their indicator is Red.
The more PossessionPoints an Offense scores, the easier it
should be for a Defense to hold the opposing team and keep their
Defense Effect indicator Green. During the 2006 season, there were
79 instances when teams ended with all 3 indicators Green, 92% of
the time these teams won. In only seven games out of the 256 total games played, did
teams with all three indicators in the Red win. We refer to these games as anomalies.