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2009 MLS Training Seminar – FINAL

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Presentation on theme: "2009 MLS Training Seminar – FINAL"— Presentation transcript:

1 Game Management Model: Foul Selection/Recognition, Flow and Game Control

2 2009 MLS Training Seminar – FINAL 2-10--2009
2/10/2009 Game Management Model Objective: More game flow and less stoppages Play through: trifling, minor, soft challenges Michel Platini, UEFA President tells BBC Sport: "Football is based on speed, pace, and rhythm. And if you interrupt the flow of the game, you kill the game's spirit." The Objective of the Game Management Model: More game flow and less stoppages Play through: trifling, minor, soft challenges For example: taking risks and applying more advantage in the defensive third of the field. This is not an easy concept for referees, players or teams as the soccer mentality has become accustomed to frequent stoppages for minor challenges. As a result, it takes PRACTICE to refine the approach and to get comfortable with the Model.

3 2009 MLS Training Seminar – FINAL 2-10--2009
2/10/2009 Game Management Model SAFETY ENTERTAINMENT 100% MISCONDUCT BIG PICTURE GAME CONTROL Foul Selection/ Recognition flow The diagram represents the model that should be used to guide officials in their approach to managing the game. There are several critical components that make the equation work. < Have the students brainstorm what they think the Model means before it is further defined for them > < The instructor should adjust the content and discussion of the Model depending upon the level, age, experience of the participants. >

4 2009 MLS Training Seminar – FINAL 2-10--2009
2/10/2009 Game Management Model SAFETY ENTERTAINMENT 100% MISCONDUCT BIG PICTURE GAME CONTROL Foul Selection/ Recognition flow If implemented correctly, the results can be positive: MLS 2008: less fouls per game Results in - Approx 2 minutes more time ball in play Results in - More time for players to exhibit skills Results in - Increased entertainment value By putting more flow or rhythm into the game, this illustrates the potential results for players and spectators.

5 2009 MLS Training Seminar – FINAL 2-10--2009
2/10/2009 Game Management Model SAFETY ENTERTAINMENT 100% MISCONDUCT What is the CORE? SAFETY Safety of the players over Flow and Foul Selection ENTERTAINMENT Game flow/less stoppage increases enjoyment Think “entertainment value” Advantage to goal The Core: Safety, Entertainment, and 100% Misconduct At the core of the referee’s management of the game are safety, entertainment value for spectators/players and 100% misconduct. Referees must find the right mix of flow, Foul Selection, and game control so that these 3 core factors are not negatively impacted. Safety: Referees must find the right mix of game control, flow and Foul Selection without endangering the safety of the players. Should the safety of the players be jeopardized, the referee must reconsider his approach to game management. Entertainment: By providing flow and fewer stoppages in the match, the ball is in play longer, which increases the entertainment value of the game. 100% Misconduct: Referees are presented with situations in the game that require a red or yellow card be issued. The referee cannot ignore these situations and, for the good of the game, must administer the appropriate misconduct (yellow or red card) to the player(s) in question. 100% misconduct situations are those in which the Laws of the Game mandate that a yellow or red card be issued. These are situations that are clear-cut, there is no gray area. When confronted with a 100% misconduct situation, referees are obliged to deal with the misconduct and cannot use the “big picture” to determine whether a card should be given or not. 100% MISCONDUCT Misconduct is misconduct NO gray areas: discipline is clearly needed Mandated by the Laws of the Game

6 2009 MLS Training Seminar – FINAL 2-10--2009
2/10/2009 Game Management Model What is the TRIANGLE? SAFETY ENTERTAINMENT 100% MISCONDUCT Foul Selection Identify the types of small/minor challenges that the players will accept. Foul Selection/ Recognition Appropriate foul selections are ones that make sense given: The location on the field The type of challenge committed The opportunity for a successful result from the application of flow The eventual impact on game control given the “big picture” of the match The Triangle: Flow, Foul Selection and Game Control Each point of the triangle represents an important ingredient for game management. The 3 points must work in harmony to ensure that the core is protected. In other words, Foul Selection and flow go hand-in-hand with game control. The more game control that is needed, the less Foul Selection the referee engages in. Hence, referees need to find the right balance between taking risks and allowing flow and game control. Foul Selection: Refers to the referee’s ability to identify the types of small/minor challenges that the players will accept. In other words, the ability of a referee to manage the game in a manner that maximizes the time the ball is in play by eliminating unnecessary stoppages. Referees must choose the right opportunities to take risks by not calling the borderline/minor challenges (trifling) that do not affect game control. Appropriate risks are ones that make sense given the location on the field, the type of challenge committed, the opportunity for a successful result from the application of flow, and the eventual impact on game control given the “big picture” of the match.

7 2009 MLS Training Seminar – FINAL 2-10--2009
2/10/2009 Game Management Model What is the TRIANGLE? SAFETY ENTERTAINMENT 100% MISCONDUCT FLOW The ability of a referee to manage the game so that the ball is in play by eliminating unnecessary stoppages flow Foul Selection/ Recognition Correctly differentiating the trifling challenges from the careless/reckless fouls, officials can ensure more rhythm to the game. Flow: The ability of a referee to manage the game so that the ball is in play by eliminating unnecessary stoppages. By reducing the number of fouls called by correctly differentiating the trifling challenges from the careless/reckless fouls, officials can ensure more rhythm to the game. The Laws of the Game used to contain verbiage regarding “playing the game with as little interference as possible……” This concept is being revisited as part of the Game Management Model. Remember this? The game is meant to be played with as little interference as possible. Constant whistling for trifling or doubtful offenses brings the game into disrepute and spoils the pleasure of the spectators.

8 2009 MLS Training Seminar – FINAL 2-10--2009
2/10/2009 Game Management Model What is the TRIANGLE? GAME CONTROL SAFETY ENTERTAINMENT 100% MISCONDUCT GAME CONTROL The ability of the referee to find the right mix of Foul Selection and flow flow Foul Selection/ Recognition How you set the tone for what is acceptable in the game and what is not acceptable Presence and how the referee projects his personality on the game More game control is needed when the players’ actions indicate they do not want to play within the spirit of the Laws of the Game Game Control: Represents the ability of the referee to find the right mix of Foul Selection and flow. Game control is directly related to the referee’s management of the game and how he sets the tone for what is acceptable in the game and what is not acceptable. Presence and how the referee projects his personality on the game is a significant factor in game control. More game control is needed when the players’ actions indicate they do not want to play within the spirit of the Laws of the Game. High level of game control = more Foul Selection and flow Low level of game control = less Foul Selection and flow High level of game control = more Foul Selection and flow Low level of game control = less Foul Selection and flow

9 2009 MLS Training Seminar – FINAL 2-10--2009
2/10/2009 Game Management Model SAFETY ENTERTAINMENT 100% MISCONDUCT BIG PICTURE GAME CONTROL Foul Selection/ Recognition flow What is the BIG PICTURE? Atmosphere and mood of the match Referees should consider asking: The Circle: “Big Picture” The “big picture” relates to the atmosphere and mood of the match as it is played out and the referee’s “feel” for what the game needs at a given moment. If an act by a player could be interpreted as either a foul or a possible cautionable foul or if the act could be interpreted as either a yellow or red card (the act falls within a gray area), the referee needs to consider the “big picture” surrounding the match. In the few instances when similar borderline cases arise, referees should consider asking themselves: Does the player need the card? Consideration is given to the player’s prior behavior (the overall conduct of the player to that point) in the game and the intent of the player’s act. Does the game need the card? Consideration is given how the match is being played. The referee should quickly analyze where the game has been and where it is heading based upon player conduct. The “big picture” provides the referee with a framework for decisions but it must not be an excuse for a referee’s failing to deal with 100% misconduct situations or a referee’s inability to ensure the safety of the players. Does player need the card? Does the game need the card?

10 2009 MLS Training Seminar – FINAL 2-10--2009
2/10/2009 Game Management Model SAFETY ENTERTAINMENT 100% MISCONDUCT BIG PICTURE GAME CONTROL Foul Selection/ Recognition flow BIG PICTURE 100% Misconduct Cautionable Foul or Hard Foul ? Yellow Card ? or Red Card? Referees need to realize that there are no gray areas when it comes to incidence of 100% misconduct. The directives and video examples in this and other US Soccer training materials are aimed at shrinking and eliminating the gray areas. The BIG PICTURE is applicable to situations where there is some discretion that can be exercised by the referee in determining his action. For example: Is the foul just called a hard foul with a stern warning or is it a cautionable foul? The foul borders a yellow card or red card (the “orange card”) The referee does not have a gut feeling either way relating to the 2 aforementioned examples. In this rare instance, the referee should consider the BIG PICTURE: The atmosphere of the match to that point The behavior and conduct of the player to that point The referee should ask himself: Does the player need the card? or Does the game need the card? In the overwhelming number of issues, the severity of the foul dictates the form of misconduct (Yellow/Red). STRESS: The referee cannot use the BIG PICTURE as an excuse or reason for not giving the appropriate misconduct in situations of 100% Misconduct There are NO gray areas

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2/10/2009 Game Management Model SAFETY ENTERTAINMENT 100% MISCONDUCT BIG PICTURE GAME CONTROL Foul Selection/ Recognition flow Considerations for Implementation Recall previous action Player’s skill Probability of Success vs. Risk “Wait and See” Warning Signs Considerations for Implementation The referee must recall the previous action / incidents: the “big picture” Know the player’s skill Quickly calculate the probability of success or the risk on each play Use the “wait and see” principle Consider the “Warning Signs” “Feel” (“fingerspitzengefuhl”) the attacker has the opportunity to “play through” the contact In cases where the referee is applying the advantage clause, the advantage signal should be used to demonstrate that the game is being allowed to flow. Use of the advantage signal sends a visual message to the players/spectators that the referee saw the infraction, thereby mitigating potential negative feedback “Feel” Advantage signal visual/verbal message

12 2009 MLS Training Seminar – FINAL 2-10--2009 Player has been target
2/10/2009 Game Management Model SAFETY ENTERTAINMENT 100% MISCONDUCT BIG PICTURE GAME CONTROL Foul Selection/ Recognition flow Trifling / Minor / Soft Challenges Player safety Not careless, reckless or excessive force Attacking player stops playing Player has been target Trifling / Minor / Soft Challenges: What are They? Player’s Safety Not Jeopardized Not careless, reckless, or using excessive force Attacking player stops playing Feel: Player has not been the target for a “pattern of fouls” which has caused him to anticipate or be fearful of a possible next foul “Feel”

13 Proper Use of Discretion Leads To Game Flow
2009 MLS Training Seminar – FINAL 2/10/2009 Game Management Model Proper Use of Discretion Leads To Game Flow All fouls are challenges, but All challenges are not fouls Advantage is flow, but Flow is more than advantage Foul discrimination leads to flow Use your discretion The key is understanding the differences between: Challenges Fouls Advantage Flow And how they interact and how the referee must possess the ability to use DISCRETION to differentiate between these to ensure that the product is safe and enjoyable.

14 2009 MLS Training Seminar – FINAL 2-10--2009
2/10/2009 Game Management Model SAFETY ENTERTAINMENT 100% MISCONDUCT BIG PICTURE GAME CONTROL Foul Selection/ Recognition flow Trifling / Minor / Soft Challenges Examples for Flow Upper body challenges Tugs and holds (non tactical) Trifling / Minor / Soft Challenges: What are They? Candidates for flow: Upper body challenges not using arms (nonviolent) Tugs and holds (simple and non tactical) Incidental-type contact Incidental contact

15 2009 MLS Training Seminar – FINAL 2-10--2009 LESS FLOW
2/10/2009 Game Management Model SAFETY ENTERTAINMENT 100% MISCONDUCT BIG PICTURE GAME CONTROL Foul Selection/ Recognition flow WARNING SIGNS? Key indicators that the referee needs: LESS Foul Selection LESS FLOW Warning Signs --- HAVE THE STUDENTS BRAINSTORM the warning signs. What are the WARNING SIGNS that a referee needs: Less Flow / Foul Selection and More Game Control The following list are some of the “warning signs” or “flash points” in a game that should resonate with officials and provide direction regarding overall game/situation management: Foul near the team benches Wet field – comfort level of players to make tackles increases Tackles extend from 3 yards to 7 yards Sequence / succession / repetition of challenges in a short time span (cluster fouls) More body contact Mismatched body contact (feet versus chest, head versus knee) Change from containment defense to high pressure and chase Challenges (including 50-50) and apparent challenges on the goalkeeper Near the touchline and no way out for the ball or the player Retaliation foul after play restarts Player into goal to retrieve ball after a score The winning team protecting the ball at the corner flag to use time Excessive fouls on the skillful player (play maker and scorer) Escalation in the “severity of fouls” committed Frustration level of players increasing, player acceptance of decisions decreasing Dissent increasing Player feedback from both teams indicating “we don’t want flow” Score and time MORE GAME CONTROL

16 2009 MLS Training Seminar – FINAL 2-10--2009
2/10/2009 Game Management Model SAFETY ENTERTAINMENT 100% MISCONDUCT BIG PICTURE GAME CONTROL Foul Selection/ Recognition flow WARNING SIGNS? Foul near the team benches Wet field – comfort level to make tackles increases Tackles extend from 3 yards to 7 yards Sequence / succession / repetition of challenges in a short time span (cluster fouls) WARNING SIGNS (continued) Foul near the team benches Wet field – comfort level to make tackles increases Tackles extend from 3 yards to 7 yards Sequence / succession / repetition of challenges in a short time span (cluster fouls)

17 2009 MLS Training Seminar – FINAL 2-10--2009
2/10/2009 Game Management Model SAFETY ENTERTAINMENT 100% MISCONDUCT BIG PICTURE GAME CONTROL Foul Selection/ Recognition flow WARNING SIGNS? More body contact Mismatched body contact (feet versus chest, head versus knee) Change from containment defense to high pressure and chase Challenges (including 50-50) and apparent challenges on the goalkeeper Near the touchline and no way out for the ball or the player WARNING SIGNS (continued) More body contact Mismatched body contact (feet versus chest, head versus knee) Change from containment defense to high pressure and chase Challenges (including 50-50) and apparent challenges on the goalkeeper Near the touchline and no way out for the ball or the player

18 2009 MLS Training Seminar – FINAL 2-10--2009
2/10/2009 Game Management Model SAFETY ENTERTAINMENT 100% MISCONDUCT BIG PICTURE GAME CONTROL Foul Selection/ Recognition flow WARNING SIGNS? Retaliation foul after play restarts Player into goal to retrieve ball after a score The winning team protecting the ball at the corner flag to use time Excessive fouls on the skillful player (play maker and scorer) WARNING SIGNS (continued) Retaliation foul after play restarts Player into goal to retrieve ball after a score The winning team protecting the ball at the corner flag to use time Excessive fouls on the skillful player (play maker and scorer)

19 2009 MLS Training Seminar – FINAL 2-10--2009
2/10/2009 Game Management Model SAFETY ENTERTAINMENT 100% MISCONDUCT BIG PICTURE GAME CONTROL Foul Selection/ Recognition flow WARNING SIGNS? Escalation in the “severity of fouls” Frustration level of players increasing Dissent increasing Player feedback from both teams indicating “we don’t want flow” Score and time WARNING SIGNS (continued) Escalation in the “severity of fouls” Frustration level of players increasing Dissent increasing Player feedback from both teams indicating “we don’t want flow” Player with ball stops playing Increased dissent Score and time

20 2009 MLS Training Seminar – FINAL 2-10--2009
2/10/2009 Game Management Model SAFETY ENTERTAINMENT 100% MISCONDUCT BIG PICTURE GAME CONTROL Foul Selection/ Recognition flow Advantage “4 P Principle” Possession of Ball Potential for attack Personnel Proximity to goal Advantage: The “4 P Principle” When considering the application of advantage, the following principle is provided as a guideline for officials. Remember, advantage application may differ depending upon the skill level, age level, and intesity of the game. The “4 P Principle” of Advantage Application: Possession of ball: control by team or player. Potential for attack: ability to continue a credible and dangerous attack. Personnel: skill of attackers, numerical advantage. Proximity to opponent’s goal: closeness to goal.

21 2009 MLS Training Seminar – FINAL 2-10--2009
2/10/2009 Game Management Model SAFETY ENTERTAINMENT 100% MISCONDUCT BIG PICTURE GAME CONTROL Foul Selection/ Recognition flow Video Examples Game Mgt Model 1 Game Mgt Model 5 Game Mgt Model 2 Game Mgt Model 6 Game Mgt Model 3 Game Mgt Model 7 Video Examples Game Mgt Model 1 Decision: Correct decision by the referee to allow play to flow despite high risk by giving an advantage in the defensive third resulting in a goal Reasoning: The referee uses the “wait and see” principle to scan the field to see the opportunities available to the goalkeeper despite the ball in the defensive third Note the minor nature of the foul on the defender. The goalkeeper gets the ball and there are no injuries or confrontation Key is to recognize the space the midfield has to advance the ball The referee should also take into consideration the players’ (goalkeeper and the other defenders) reactions The incident occurs in the 85th minute; by that time the referee has a good feel for the atmosphere of the game (the “big picture”) Giving advantage in the defensive third is acceptable if: It is clear and effective: the attacking team will clearly retain possession and have an effective chance to advance the ball The atmosphere of the game permits it Game Mgt Model 2 Decision: Correct decision by the referee to allow play to continue and to restart with the throw-in The challenge is minor / soft / trifling in nature Based upon the skill level of the players, the attacker should be able to play through this hold Despite being held, the attacker has options to play the ball. Look at the unmarked teammate just a few yards behind him Even the player who makes the pass that goes out-of-play makes a poor pass and should, at this level, be able to make this pass The attacker for whom the pass is intended, stops playing looking for the foul Game Mgt Model 3 Decision: Correct decision by the referee to take appropriate risks by allowing play to flow on four occasions First, yellow attacker is challenged but the nature of the challenge (shirt holding) and the skill level of the attacker makes this a low risk opportunity for flow by the referee. The referee can use the “wait and see” principle to observe the actions of the attacker and the defenders. If the advantage or risk to give the game flow does not materialize, the referee can wait a few seconds and then come back and award the foul Second, as the first attacker breaks away the runner, who receives the through pass, is on the receiving end of an upper body challenge. This challenge is a normal part of the game and should be considered minor and, thus, should not be a candidate for a foul Third, after the cross and shot by the yellow team, the defender is fouled at the top of the penalty area. This is a difficult decision for the referee due to the following factors: (a) It occurs in the defensive third of the field (giving advantage in the defensive third is acceptable but the referee must quickly calculate the risk). This is particularly important when the style of play is counter attack because the attacking team has pushed numbers up and the defending team when they when the ball can exploit the fact that the attackers are all in their attacking third (b) The defending player with the ball is facing his goal (his does not have a view of the attacking half of the field). Despite this contact being in the defensive third, the referee can apply the “wait and see” principle. The referee can exhibit patience to observe what the defender can do with the ball – in this case a teammate moves to open space and he is able to lay the ball back to his teammate who can play the ball unchallenged and initiate a counter attack Fourth, as the counter attack develops, the attacker is on the receiving end of a shirt/arm pull and a tackle. The attacker’s team retains possession of the ball and the referee correctly allows play to continue leading to an attack down the right flank Game Mgt Model 4 Decision: Correct decision by the referee to allow play to flow despite high risk The first challenge occurs as the attacker loses the ball at the top of the penalty area. He slides in and makes contact with the defender, causing him to go down The second contact as the ball travels away from the penalty area is minor / soft / trifling given the skill level of the players involved. Players at this level should be expected to play through this type of contact In both instances, the referee needs to see the open, unchallenged space facing the attacking team The referee must be positioned such that he can see up field to see the attacking options – the attacking runner who can be on the receiving end of a long counter attack pass Game Mgt Model 5 Decision: Correct decision by the referee to allow play to flow as there is no foul – just a hard challenge on a 50/50 ball The tackler goes in hard but only makes contact with the ball Note how the tackle is made: Single footed tackle Foot on the ground Tackling leg bent at the knee (not straight leg) Tackling foot not coming directly at the attacker. Tackle is from the side Note the reaction of the players – signifies the fairness of the challenge. The player dispossessed from the ball just gets up and chases to pressure the ball In a game where the atmosphere of the match is heated, the referee may decide that this type of challenge is not acceptable Game Mgt Model 6 Decision: Red card for serious foul play This is a 100% red card tackle This tackle is not a candidate for the “big picture” in which the referee has discretion relative to utilizing judgment or feel in deciding the punishment For a tackle of this nature, the time of the match (87:58) should not be a consideration in determining the misconduct For a tackle of this nature, the score of the match (4-1 in favor of the team who is on the receiving end of tackle) should not be a consideration in determining the misconduct The safety of the player is endangered given the nature of the challenge The manner in which the tackle is committed should signify the seriousness of the challenge Referees should consider the following criteria that has been established to aid in determining whether the challenge/tackle should be sanctioned with a red card: (a) Speed of play and the tackle The speed at which the attacker and the tackler are running at the time and the force of the tackle. The faster the tackler is moving, the greater the force. (b) Intent Is the tackler’s intent to take the player out and “send a message?” (c) Aggressive nature of the tackle Lunging, distance from ball/opponent when the tackle was initiated, cleats exposed. (d) Position of the tackler In particular, the legs of the attacker and the direction from which the tackle was initiated – from behind, straight on. (e) Opportunity to play the ball Given the factors above, does the tackler have a chance to play the ball? Where is the position of the ball relative to the timing of the tackle? (f) Atmosphere of the game Consider the overall spirit in which the match has been played. Look at the “big picture” and determine how your decision will impact the way the remaining game time is played. Game Mgt Model 7 Decision: Play should be allowed to continue through the application of advantage Despite the foul off the ball on the runner, the ball clearly goes to an attacker who has unchallenged time to continue the attack The referee must recognize the opportunities available to the attacker with the ball. There are multiple choices facing the player with the ball – especially down both the right and left flanks The referee should exercise patience to see how play develops. Waiting the 2-3 seconds to see if the advantage materializes does not preclude the referee from coming back and whistling the infraction Game Mgt Model 4


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