Glossary

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.

Broadcaster Event Center (BEC)
A central communication platform used to share real-time updates with Media Partners, including schedule changes, delays, and operational information.

Clean Stadium Feed (CSF)
A match feed without graphics or commentary, allowing Media Partners to fully customize the presentation for their audience.
Cloud-Based Production Platform
A digital infrastructure that enables remote production workflows.
Commentary Camera (ComCam)
A small camera that provides a shot of the commentators. This camera is controlled (tilt, pan, focus, and zoom) from the commentary position or remotely from a unilateral OB van.

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 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.

Electronic News Gathering (ENG)
Sometimes referred to as a TV crew or a Portable Single Camera (PSC). An ENG crew usually comprises a camera operator, sound technician, and reporter working with mobile equipment to record interviews or other material for unilateral or multilateral usage.
Enhanced Stadium Feed (ESF)
An enriched version of the main match feed, including additional content elements beyond the standard World Feed.

FIFA MAX Server
A dedicated footage library platform where images/audio are uploaded and logged for Media Partners to use in their own programming.

Goal-Line Technology (GLT)
A system used to determine if a ball has fully crossed the goal line, assisting officials in making decisions.

Host Broadcaster
The entity directly or indirectly appointed by FIFA to provide services in connection with the production of any content and material being subject to the media rights, in relation to all matches, certain competition-related events and any other aspects of the competition deemed relevant, which may include an official film, magazines, and other documentaries of the competition as well as documentaries in connection with the teams or individuals being involved in the competition.
High Dynamic Range (HDR)
High Dynamic Range describes the way a video signal is captured or displayed ensuring a greater dynamic range than SDR (Standard Dynamic Range, a non-HDR format), giving brighter high-light and darker low-light, this applies to any television equipment.

International Broadcast Center (IBC)
The International Broadcast Center (IBC) is the center of electronic media for a competition, serving as the telecommunications hub for all national and international broadcast connectivity. Areas at the IBC are divided between multilateral and unilateral areas. As the IBC is an official site, operational aspects are very similar to those at the stadiums, with two significant differences: during the IBC Operations Phase, the IBC is operational 24/7 (there are no rest days). The population of the IBC consists of accredited persons only – no public access.

Master Control Room (MCR)
The MCR is the technical control center housing all HBS equipment for the switching and distribution of multilateral and unilateral radio and television signals.
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
Feeds made available to Media Partners (according to their respective rights contracts) in addition to the BIF/ESF.

Non-Live Production
Content produced outside of live match coverage, including features, interviews, promos, and highlights.

Quality Control
The process of ensuring that all aspects of the broadcast, from the initial content to the final transmission, meet specific technical and content standards.

Radio Frequency (RF) Handheld Cameras
A wireless camera allowing operators to roam freely around fan zones and stadiums, and capture VIP or player interviews, as well as 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.

Shading
The process of adjusting camera exposure, color, 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.

Technical Operations Center (TOC)
On-site facilities at venues that support technical delivery and transmissions for Media Partners and host broadcast operations.

UHD
Ultra High Definition. An indication of the resolution of display i.e. number of pixels.
Unilateral
All activities undertaken by Media Partners, usually with their own equipment and personnel supervised by FIFA.

VAR (Video Assistant Referee)
A technology-assisted officiating system that reviews key match incidents to support referees in making accurate decisions.

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

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