## 4 Discussion
### Specific Thresholds  
The results show that the majority of the distance (80%) is covered standing-walking (43.51%) and jogging (36.58%). The remaining 20% of distance is performed running (14.68%), and only 5.23% is spent sprinting. From a duration perspective, 93.67% of the time is invested standing-walking (75.22%) and jogging (18.43%). During the remaining 6.66% of play time, athletes are running (4.77%) or covering distance over 18 Km h\({}^{-1}\) (1.89%). Due to differences in velocity intensity thresholds, the technology applied (time motion analysis, LPS), the manufacturer devices used (e.g., WIMU, Catapult Sports), the confusion and inconsistency when determining velocity thresholds and sample character \begin{table}
\begin{tabular}{c c c c c c c c c c} \hline \hline  & \multicolumn{3}{c}{**Senior**} & \multicolumn{3}{c}{**Junior**} & \multicolumn{2}{c}{**Effect Size**} & \multicolumn{1}{c}{**Effect Size**} \\  & **Parameter** & **Mean** & **SD** & **Mean** & **SD** & **F** & **P Tukey** & **Effect Size** & **Affect Size** \\ \hline \multirow{3}{*}{Full Game} & Total Distance (m) & 3325.14 & \(\pm\)899.84 & 3029.82 & \(\pm\)659.639 & 3.98 & 0.048 & 0.37 & Small \\  & m-min & 81.65 & \(\pm\)7.037 & 86.64 & \(\pm\)6.574 & 15.55 & 0.001 & \(-\)0.73 & Moderate \\  & Real Time (min, seg) & 40.67 & \(\pm\)10.96 & 34.93 & \(\pm\)7.761 & 10.35 & 0.002 & 0.59 & Small \\  & Max Velocity (Km h\({}^{-1}\)) & 24.41 & \(\pm\)1.34 & 24.59 & \(\pm\)1.698 & 0.39 & 0.533 & \(-\)0.11 & Trivial \\ \hline \multirow{3}{*}{\begin{tabular}{c} Zone 1 \\ (0–7.00 Km h\({}^{-1}\)) \\ \end{tabular} } & Distance (m) & 1455.04 & \(\pm\)415.49 & 1259.02 & \(\pm\)296.261 & 8.37 & 0.005 & 0.53 & Small \\  & \% Distance & 45.20 & \(\pm\)3.19 & 41.54 & \(\pm\)3.593 & 34.11 & 0.001 & 1.08 & Moderate \\  & \% Duration & 76.24 & \(\pm\)2.69 & 74.02 & \(\pm\)2.922 & 18.22 & 0.001 & 0.79 & Moderate \\ \hline \multirow{3}{*}{\begin{tabular}{c} Zone 2 \\ (7.01–14 Km h\({}^{-1}\)) \\ \end{tabular} } & Distance (m) & 1199.01 & \(\pm\)3.37 & 1122.72 & \(\pm\)3.741 & 1.87 & 0.175 & 0.25 & Small \\  & \% Distance & 342.40 & \(\pm\)17.67 & 244.33 & \(\pm\)19.3 & 3.59 & 0.061 & \(-\)0.35 & Small \\  & \% Duration & 36.01 & \(\pm\)2.26 & 37.25 & \(\pm\)2.462 & 13.79 & 0.001 & \(-\)0.68 & Moderate \\ \hline \multirow{3}{*}{\
\begin{tabular}{c} Zone 3 \\ (14.01–18 Km h\({}^{-1}\)) \\ \end{tabular} } & Distance (m) & 483.89 & \(\pm\)2.51 & 451.78 & \(\pm\)2.571 & 1.43 & 0.234 & 0.22 & Small \\  & \% Distance & 152.16 & \(\pm\)4.59 & 135.50 & \(\pm\)4.968 & 0.23 & 0.627 & \(-\)0.09 & Trivial \\  & \% Duration & 14.58 & \(\pm\)0.97 & 14.81 & \(\pm\)1.081 & 3.76 & 0.055 & \(-\)0.35 & Small \\ \hline \multirow{3}{*}{
\begin{tabular}{c} Zone 4 \\ (>18.01 Km h\({}^{-1}\)) \\ \end{tabular} } & Distance (m) & 139.83 & \(\pm\)1.57 & 195.29 & \(\pm\)2.152 & 19.06 & 0.001 & \(-\)0.81 & Moderate \\  & \% Distance & 58.90 & \(\pm\)2.07 & 78.25 & \(\pm\)1.676 & 40.02 & 0.001 & \(-\)1.17 & Moderate \\ \cline{1-1}  & \% Duration & 4.22 & \(\pm\)1.50 & 6.40 & \(\pm\)0.602 & 3.36 & 0.069 & \(-\)0.73 & Moderate \\ \hline \hline \end{tabular}
\end{table} 
Table 3: Descriptive analysis (mean \(\pm\) SD) and differences between competitions. istics (age, level, gender, etc. ), it is difficult to compare results with previous papers that analyze distance thresholds during basketball games [6; 7; 8; 10]. These studies provide a clear understanding about external load and basketball intensity thresholds. As previous findings confirmed, basketball is a sport where most of play time is spent in walking and standing activities [1; 5; 8]. However, the capacity to be exposed to accelerations, celebrating, change of directions, landings, peak demands, or jumps is vital for on-court success, due to the intermittent high-intensity nature of most actions and basketball specific movements [1; 46; 47; 48; 49; 50; 51]. In addition, the aim of the study was to establish absolute specific velocity thresholds during basketball games.