Metrics
What Metric Athlete measures, what each number means and how the app calculates it. Thresholds shown are the senior defaults; staff can change them per team.
Distance
Total distance, distance per minute, high-speed running, sprint distance, lateral movement, and peak distance over 1, 3 and 5 minutes.
- Total distanceTotal distance is how far a player travelled during a session, added up from the distance between each GPS position the pod records.
- Distance per minuteDistance per minute is total distance divided by session length in minutes. It shows how hard a session was regardless of how long it ran.
- High-speed running (HSR)High-speed running is the distance a player covers above a set speed threshold. In Metric Athlete the default threshold is 2.5 m/s (9.0 km/h).
- Sprint distanceSprint distance is the distance a player covers above the sprint threshold. In Metric Athlete the default threshold is 4.4 m/s (15.8 km/h).
- High metabolic load distance (HMLD)High metabolic load distance is the distance a player covers while their estimated metabolic power is above 25.5 W/kg. It counts hard accelerations and decelerations as well as fast running.
- Explosive distanceExplosive distance is high metabolic load distance that did not come from high-speed running. It isolates the load from accelerations, decelerations and changes of direction.
Speed
Maximum speed, percentage of personal max, and time above 90% of max speed.
Acceleration
Accelerations, decelerations, maximum acceleration and direction changes.
Intensity
High-intensity events, repeated high-intensity bouts, metabolic power, work ratio, jumps and impacts.
- Metabolic powerMetabolic power is an estimate of how fast a player is using energy at each moment, from their speed and acceleration. It is reported in watts per kilogram of body mass.
- High-intensity events (HIE)A high-intensity event is a five-second window in which a player meets at least three of four criteria: hard acceleration, hard deceleration, sprint speed and high metabolic power.
- ImpactsAn impact is a contact the pod detects: a spike in g-force above 5.7 g while the player was moving, followed by a drop in speed.
Load
Player Load, collision load, jump load, energy expenditure, fatigue index and recovery score.
- Player LoadPlayer Load measures how much a player moved in every direction during a session. It adds up the changes in acceleration that the pod records across three axes, and is reported in arbitrary units (AU).
- Collision loadCollision load adds up how severe a player's contacts were across a session. Each impact counts for the weight of its g-force band, so one heavy collision outweighs several light knocks.
- Energy expenditureEnergy expenditure estimates the energy a player used moving during a session, in kilocalories, from their metabolic power and body mass.
Load management
Acute and chronic load over time, and return-to-play stages for injured players.
- Acute:chronic workload ratio (ACWR)The acute:chronic workload ratio compares a player's load over the last 7 days with their average weekly load over the last 28 days. It shows when load is rising faster than the player is used to.
- Session intensitySession intensity rates a session green, amber or red from the high metabolic load distance players covered per minute.
- Return to playReturn to play moves an injured player back to full training in seven stages, from injured to post-return monitoring. Each stage has a load target set as a share of the player's own sessions before the injury.
See these numbers for your own squad.
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