Glossary

A

Automated Content Creation

AI-driven technology that automatically generates video content by identifying key match moments (such as goals or chances) and compiling them into highlight packages.

B

Broadcaster Event Centre (BEC)

A central communication platform used to share real-time updates with Media Partners, including schedule changes, delays, and operational information.

C

Clean Stadium Feed (CSF)

A match feed without graphics or commentary, allowing Media Partners to fully customise the presentation for their audience.

Cloud-Based Production Platform

A digital infrastructure that enables remote production workflows.

ComCam (Commentary Camera)

A camera dedicated to capturing commentators during live broadcasts.

D

Datatainment

The integration of live match footage with real-time data (such as player tracking or ball speed) to enhance storytelling and viewer engagement.

Digital Content Live (DCL)

A web-based tool that enables Media Partners to publish near-live content directly to digital and social platforms.

Digital Media Interface (DMI)

A platform providing Media Partners with access to ready-to-use digital content, including clips, highlights, and vertical video formats.

E

Electronic News Gathering (ENG)

Mobile production teams responsible for capturing non-live content such as interviews, behind-the-scenes footage, and feature stories.

Enhanced Stadium Feed (ESF)

An enriched version of the main match feed, including additional content elements beyond the standard World Feed.

Extended Reality (XR)

An immersive technology combining virtual and physical environments, allowing users to interact with live content in a mixed-reality space.

F

FIFA MAX Server

The central content repository where all Host Broadcast material is stored and made accessible to Media Partners.

Football Technology & Innovation (FTI)

The division responsible for developing and implementing technologies like VAR, ball tracking and goal line technology.

G

Goal-Line Technology (GLT)

A system that determines whether the ball has fully crossed the goal line, providing instant and accurate decisions to referees.

H

Host Broadcaster

The organisation responsible for producing and delivering the official broadcast coverage of the tournament to all Media Partners.

HDR

High Dynamic Range. Ability to adjust the image parameters such as brightness, colour and contrast to create a more true-to-life image.

I

International Broadcast Centre (IBC)

The central hub for all broadcast operations, where content is received, managed, quality-checked, and distributed to Media Partners worldwide.

M

Master Control Room (MCR)

The operational hub responsible for supervising the contribution and distribution of broadcast feeds, ensuring seamless delivery across all services.

Match Buddy

An interactive digital tool that combines multiple video feeds and real-time data within customisable templates.

MD-1

Match Day -1 or the day before the match.

Media Partners (MPs)

Broadcasters and rights holders who receive and distribute tournament content to audiences in their respective regions.

Multi-Feeds

A selection of video feeds including alternative camera angles, team-focused views, and fan content.

N

Non-Live Production

Content produced outside of live match coverage, including features, interviews, promos, and highlights.

Q

Quality Control (QC)

A process where dedicated teams review all broadcast feeds from both technical and editorial perspectives to ensure consistency, accuracy, and compliance with guidelines.

R

Radio Frequency (RF) Handheld Cameras

A wireless camera allowing operators to roam freely around fan zones, stadiums and capture VIP or player interviews, team arrivals.

Referee Camera

A wearable camera providing a first-person perspective from the referee, primarily used for replays and additional insights into match action.

Remote Production

A workflow that allows production teams to operate from a central location, such as the IBC or their home countries, rather than being physically present at the venue.

S

Shading

The process of adjusting camera exposure, colour, and brightness to ensure consistent visual quality across all camera feeds.

SRT (Secure Reliable Transport)

A streaming protocol used to deliver high-quality, low-latency video over the internet, enabling reliable remote content distribution.

SSM

Super slow motion camera.

T

Technical Operations Centre (TOC)

On-site facilities at stadiums that support technical delivery and coordination for Media Partners during live production.

U

UHD

Ultra High Definition. An indication of the resolution of display ie. number of pixels.

Unilateral

All activities undertaken by Media Partners, usually with their own equipment and personnel supervised by FIFA.

V

VAR (Video Assistant Referee)

A technology-assisted officiating system that reviews key match incidents to support referees in making accurate decisions.

W

World Feed

The main broadcast feed produced by the Host Broadcaster, providing a neutral and comprehensive match coverage for all Media Partners.

X

XR Environment

A virtual space where users can experience live content interactively through headsets or digital platforms, combining video, data, and immersive elements.