## 4 Discussion
[6] study, the data are obtained from a time and motion analysis performed on video; while in the case of [PERSON] et al. [31], despite the data being obtained with inertial technology, the speed ranges (defined from the literature) were previously established, with very few values being recorded in the higher speed range. In this regard, it is worth noting that it should be relevant to assess not only the speed achieved but also the time spent at that speed [43]. Previous research in team sports stipulates that, in order to consider an action as a sprint, it has to occur in a period longer than one second [44; 45], while other studies do not establish the duration for a sprint to occur [46; 47]. Modern local positioning systems, LPS, are employed in invasion games that take place in enclosed spaces that employ a high sampling frequency, allowing these speed peaks to be identified in fractions of less than a second. This type of information is more accurate, and its use should be generalized in sports such as basketball in order to customize the load demands of the players. Once the speed ranges have been defined, the researchers define the parameters associated with this variable. From the results of this study, it is proposed that, for professional male basketball players, sprinting can be considered when they move at a speed greater than 19 km/h. In addition, it is proposed that HSRs occur at more than 17.5 km/h. Another aspect that is the subject of research is the percentage of distance covered at each specific speed threshold. Traditionally, it has been observed that the player spends between 23.4 and 66.3% of the time standing or walking; jogging between 5.6 and 36.3% of the time; running between 4.5 and 33.2%; and sprinting between 0.3 and 8.5% [48; 49; 50]. In the case of the present research, the results obtained support these data, both in the two-step cluster model in which the percentage of time spent moving at high intensity or sprinting is 9.1% and in the k-means cluster model in which such displacements reach 5.6% (between running and sprinting). Men's professional basketball is defined as a sport in which players move at medium-low intensity for a large part of the game, with very short periods of high intensities. This modulation should be known by coaches in order to design training tasks in which, during a continuous movement, high speed peaks are included. Relating these data to the results obtained in the analysis of the acceleration and deceleration variables, it can also be observed that, regardless of the mathematical model used, the percentage of abrupt accelerations or decelerations exceeding 2 m/s\({}^{2}\) of high intensity is very low (around 5.2% for accelerations in the two-steps cluster, with no precise classification for decelerations in this model; the k-means cluster model for accelerations is 1.09% and for decelerations it is 3.25%). With a population of professional female basketball players, [PERSON] et al. [8] identified this same trend of many low-intensity accelerations and decelerations and few high-intensity ones. In addition, a very relevant data outcome of this analysis is to verify that accelerations and decelerations of different intensities, moderate, high, and very high, are produced, this observation being necessary to design tasks that can reproduce this type of abrupt speed variation. Changes of pace are fundamental in modern basketball. Having the ability to increase or decrease speed abruptly allows a player to overcome the opponent. This explosive work should be included in the specific training routines with the ball, as it will allow players to overcome the opponents. In addition, it is necessary to prepare the body for this type of specific efforts. When considering accelerometry data collected during elite competition, in most research, it can be found that they divide such actions between total accelerations or decelerations and high intensity accelerations or decelerations [51; 52].