Uncertainty / information / communication

It is a fact that the increase in information quantity has a direct influence on the reaction time and therefore on the efficiency of the action.

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reaction times

Besides, continuity in the game rests on the ability of players to make themselves available as soon as possible for the coming phase of the game that is to say to anticipate.

Communication between players in an essential way to reduce uncertainty, and to trigger anticipatory actions. Announcing "Got it!" while moving to accept the ball is, in the beginning, a form of complication of the task. It constitutes a double task. You must do two things at the same time.

However we insist on integrating this verbal announcement action to the skill of global intervention on the ball. This initial complication becomes an essential simplification for the team as well as practical manifestation of the player's commitment. This favours his commitment. Having to announce yourself early and clearly is equal to having to decide early and clearly; it is also taking responsibility in front of the others.

Formal or functional communication?

Communication is functional from the moment it really enables to make useful decisions. It is a time criterion. If not, it is pretence, a formal communication, with no particular use.

The player talks to his partners and not to the ball as this may some times be the case. The question is at the same time: did you say "Got it" ? and when did you say "Got it"?.

In the same way for the second touch of the ball we ask the setter to announce "here!" while at the same giving a visual signal with a raised arm. This communication must:

  • Enable partners to anticipate the next phase.
  • Enable the receiver to spot the setter who represents the target of his trajectory.

Multiple form communication

Gradually when the level rises the game accelerates and the players have at their disposal a common set of references. They have acquired a common representation of the game scenarios and have sizeable experience in the reading of the game.

This representation contains indicators (trajectories, placements, movements, gestures) and a role distribution. Everyone can appreciate very early the actual scenario of the game and concentrate on the essential source of uncertainty: the opponent.

We see players touch and talk between exchanges. They must stay "connected" even if they don't always talk during the game. But be can hear the players communicate verbally as soon as we get out of the normal degree of uncertainty integrated in the tactical planning.

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