Table tennis at the highest level |
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Highest governing body | ITTF |
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Nickname(s) | Ping-pong, wiff-waff |
First played | 1880s England |
Characteristics | |
Contact | No |
Team members | Single or doubles |
Mixed gender | men, women or other |
Categorization | Racquet sport, indoor |
Equipment | celluloid, 40 mm |
Olympic | 1988 |
Table tennis, also known as ping-pong, is a sport in which two or four players hit a lightweight, hollow ball back and forth using table tennis rackets. The game takes place on a hard table divided by a net. Except for the initial serve, players must allow a ball played toward them only one bounce on their side of the table and must return it so that it bounces on the opposite side. Points are scored when a player fails to return the ball within the rules. Play is fast and demands quick reactions. A skilled player can impart several varieties of spin to the ball, altering its trajectory and limiting an opponent's options to great advantage.
Table tennis is controlled by the worldwide organization International Table Tennis Federation (ITTF), founded in 1926. ITTF currently includes 210 member associations.[1] The table tennis official rules are specified in the ITFF handbook.[2] Since 1988, table tennis has been an Olympic sport,[3] with several event categories. In particular, from 1988 until 2004, these were: men's singles, women's singles, men's doubles and women's doubles. Since 2008 the doubles have been replaced by the team events.
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The game originated as a sport in Britain during the 1800s, where it was played among the upper-class as an after dinner entertainment activity,[4] commonly known then as "wiff-waff". A row of books were to be stood up along the center of the table as a net, two more books served as rackets and were used to continuously hit a golf-ball from one end of the table to the other. Later, table tennis was played with paddles made of cigar box lids and balls made of champagne corks. Eventually, table tennis evolved into the modern game in Europe and the United States. The popularity of the game led game manufacturers to sell the equipment commercially. Early rackets were often pieces of parchment stretched upon a frame, and the sound generated in play gave the game its first nicknames of "wiff-waff" and "Ping-pong". A number of sources indicate that the game was first brought to the attention of Hamley's of Regent Street under the name "Gossima".[5] The name "ping-pong" was in wide use before British manufacturer J. Jaques & Son Ltd trademarked it in 1901. The name "Ping-Pong" then came to be used for the game played by the rather expensive Jaquesses equipment, with other manufacturers calling theirs table tennis. A similar situation arose in the United States, where Jaques sold the rights to the "Ping-Pong" name to Parker Brothers.
The next major innovation was by James Gibb, a British enthusiast of table tennis, who discovered novelty celluloid balls on a trip to the US in 1901 and found them to be ideal for the game. This was followed by E. C. Goode who in 1901 invented the modern version of the racket by fixing a sheet of pimpled, or stippled, rubber to the wooden blade. Table tennis was growing in popularity by 1901 when table tennis tournaments were being organized, books on table tennis were being written, and an unofficial world championship was held in 1902. During the early 20th century the game was banned in Russia due to a belief that was held by the rulers at the time that playing the game had an adverse effect on players' eyesight. In 1921, the Table Tennis Association was founded in Britain, and the International Table Tennis Federation followed in 1926.[6] London hosted the first official World Championships in 1926. Table tennis was introduced as an Olympic sport at the Olympics in 1988.[7]
In the 1950s rackets that used a rubber sheet combined with an underlying sponge layer changed the game dramatically, introducing greater spin and speed.[8] These were introduced to Britain by the sports goods manufacturers S.W. Hancock Ltd. The use of speed glue increased the spin and speed even further, resulting in changes to the equipment to "slow the game down".
Toward the end of 2000, the International Table Tennis Federation instituted several rules changes aimed at making table tennis more viable as a televised spectator sport.[9] First, the older 38 mm balls were officially replaced by 40 mm balls.[10] This increased the ball's air resistance and effectively slowed down the game. By that time, players had begun increasing the thickness of the fast sponge layer on their rackets, which made the game excessively fast, and difficult to watch on television. Secondly, the ITTF changed from a 21-point to an 11-point scoring system. This was intended to make games more fast-paced and exciting. The ITTF also changed the rules on service to prevent a player from hiding the ball during service, in order to increase the average length of rallies and to reduce the server's advantage.
Variants of the sport have recently emerged. "Large-ball" table tennis uses a 44 mm ball which slows down the game significantly. This has seen some acceptance by players who have a hard time with the extreme spins and speeds of the 40 mm game.
There is a move towards reviving the table tennis game that existed prior to the introduction of sponge rubber. Classic table tennis like Liha or "hardbat" table tennis players reject the speed and spin of reversed sponge rubber, preferring the 1940–60s play style, with no-sponge, short-pimpled rubber equipment, when defense is less difficult by decreasing the speed and eliminating any meaningful magnus effect of spin. Because hardbat killer shots are almost impossible to hit against a skilled player, hardbat matches focus on the strategic side of table tennis, requiring skillful maneuvering of the opponent before an attack can be successful.
The international rules specify that the game is played with a light 2.7 gram, 40 mm diameter ball.[11] The rules say that the ball shall bounce up 24-26 cm when dropped from a height of 30.5 cm on to a standard steel block thereby having a coefficient of restitution of 0.89 to 0.92. The 40 mm ball was introduced after the 2000 Olympic Games.[10] However, this created some controversy as the Chinese National Team argued that this was merely to give non-Chinese players a better chance of winning since the new type of balls has a slower speed, while at that time most Chinese players were playing with fast attack and smashes. A 40 mm table tennis ball is slower and spins less than a 38 mm one. The ball is made of a high-bouncing air-filled celluloid or similar plastics material, colored white or orange, with a matte finish. The choice of ball color is made according to the table color and its surroundings. For example, a white ball is easier to see on a green or blue table than it is on a gray table. Stars on the ball indicate the quality of the ball. Three stars indicate that it is of the highest quality, and is used in official competition.
The table is 2.74 m (9 ft) long, 1.525 m (5 ft) wide, and 76 cm (30 inch) high with a Masonite (a type of hardboard) or similarly manufactured timber, layered with a smooth, low-friction coating.[12] The table or playing surface is divided into two halves by a 15.25 cm (6 inch) high net. An ITTF approved table surface must be in a green or blue color.
Players are equipped with a laminated wooden racket covered with rubber on one or two sides depending on the grip of the player. In the USA the term "paddle" is common, in Europe the term is "bat," and the official ITTF term is "racket".
The wooden portion of the racket, often referred to as the "blade", features, on average, anywhere between one and seven plies of wood, cork, glass fiber, carbon fiber, aluminum fiber, or even Kevlar. There are no restrictions as to what kinds of materials may be used, just so long as the racket consists of at least 85% natural wood.[13] Common wood types include Balsa, Limba, Walnut, and Cypress or "Hinoki," which is popular in Japan. The average size of the blade is about 6.5 inches (16.5 cm) long and 6 inches (15 cm) wide. Although there are no official restrictions on the shape or size of the blade itself, these dimensions are optimal for most styles of play.
Table tennis regulations allow different surfaces on each side of the racket.[14] The different types of surfaces provide various levels of spin or speed, or in some cases, nullify spin. For example, a player may have a rubber that provides much spin on one side of his racket, and one that provides no spin on the other side of the racket. By flipping the racket in play, different types of returns are possible. To help a player distinguish between different types of rubber used by his opposing player, international rules specify that one side must be red while the other side must be black.[13] The player has the right to inspect his opponent's racket before a match to see the type of rubber used and what color it is. Despite high speed play and rapid exchanges, a player can see clearly what side of the racket was used to hit the ball. Current rules state that, unless damaged in play, the racket cannot be exchanged for another racket at any time during a match.[15]
According to ITTF rule 2.13.1, the first service is decided by lot,[16] normally a coin toss.[17] It is also common for one player (or the umpire/scorer) to hide the ball in one or the other hand (usually hidden under the table), allowing the other player to guess which hand the ball is in. The correct or incorrect guess gives the "winner" the option to choose to serve, receive, or to choose which side of the table to use. Another method is for one player to hit the ball to the other and he or she returns it or by hitting it back and forth four times and then playing out the point. This is commonly referred to as "play to serve" or "rally to serve".
In game play, the player serving the ball commences a play.[16] The server first stands with the ball held on the open palm of the hand not carrying the racket, called the freehand, and tosses the ball directly upward without spin, at least 16 centimeters (approximately 6 inches) high. The server strikes the ball with the racket on the ball's descent so that it touches first his court and then touches directly the receiver's court without touching the net assembly. In casual games, many players do not toss the ball upward; however, this is technically illegal and can give the serving player an unfair advantage.
The ball must remain behind the endline and above the upper surface, known as the playing surface, of the table at all times during the service. The server cannot use his body or clothing to obstruct sight of the ball; the opponent and the umpire must have a clear view of the ball at all times. If the umpire is doubtful of the legality of a service they may first interrupt play and give a warning to the server. If the serve is a clear failure or is doubted again by the umpire after the warning, receiver scores a point.
If the service is "good", then the receiver must make a "good" return by hitting the ball back before it bounces a second time on receiver's side of the table so that the ball passes the net and touches the opponent's court, either directly or after touching the net assembly. And thereafter server and receiver alternately make a return until a rally is over. Returning the serve is one of the most difficult parts of the game, as the server's first move is often the least predictable and thus most advantageous shot due to the numerous spin and speed choices at his or her disposal.
A let is a rally of which the result is not scored, and is called in the following circumstances:[16]
A point is scored by the player for any of several results of the rally:[16]
A game shall be won by the player first scoring 11 points unless both players score 10 points, when the game shall be won by the first player subsequently gaining a lead of 2 points. A match shall consist of the best of any odd number of games. In competition play, matches are typically best of five or seven games.
Service alternates between opponents every two points (regardless of winner of the rally) until the end of the game, unless both players score 10 points or the expedite system is operated, when the sequences of serving and receiving stay the same but each player serves for only 1 point in turn.[16] Player serving first in a game shall receive first in the next game of the match.
In the 21-point game system, service would alternate every 5 points.[9] If both players reached a score of 20, then service would alternate each point until one player gains a two-point advantage.
After each game, players switch sides of the table. In the last possible game of a match, for example the seventh game in a best of seven match, players change ends when the first player scores 5 points, regardless of whose turn it is to serve. If the sequence of serving and receiving is out of turn or the ends is not changed, points scored in the wrong situation are still calculated. The order of service and the ends which players should be at is decided by the score that has been reached.
In addition to games between individual players, pairs may also play table tennis. In doubles, all the rules of single play apply except for the following.[16]
Singles and doubles are both played in international competition, including the Olympic Games since 1988 and the Commonwealth Games since 2002.[19] In 2005, the ITTF announced that doubles table tennis only was featured as a part of team events in the 2008 Olympics.
If a game is unfinished after 10 minutes' play and at least a player or a pair do not score 9 points, the expedite system comes into effect.[16] The umpire first interrupt the game and each player starts to serve for 1 point in turn until the end of the game. The server has to win the point before the 13th return by the opponent, or the point goes to the opponent. The system can also be operated at any time at the request of both players or pairs. Once introduced, the expedite system remains in operation until the end of the match. It's the rule to shorten the time of a match, and is mainly seen in defensive players' games.
Competitive table tennis players grip their rackets in a variety of ways. The manner in which competitive players grip their rackets can be classified into two major families of styles. One is described as penhold, and the other shakehand. The Laws of Table Tennis do not prescribe the manner in which one must grip the racket, and numerous variations on gripping styles exist in excess of these two general categories.
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The strokes break down into generally offensive and defensive. The types of strokes include backhand and forehand. The shots vary from the forehand loop to the backhand smash.
Adding spin onto the ball causes a whole range of major and minor changes:
The easy-to-learn backspin stroke adds subtle lift to the first part of the trajectory, it lets the ball drop more suddenly, makes the ball bounce more upright and most significantly: it makes the ball dive downwards when the opponent uses a common rubber (smooth, pimples inwards) to make a return. The opponent is forced to seriously compensate for the backspin by adjusting the contact angle of his or her racket. In many racket sports, this is commonly referred to as "opening the racket". Due to the initial lift of the ball, there is a limit on how much speed with which one can hit the ball without missing the opponents side of the table. Backspin also makes it harder for the opponent to hit the ball with lots of speed, due to the required angular precision of the return. In table-tennis backspin is regarded as a defensive alternative due to the limitation on ball speed, as well as the relative bio-mechanical efficiency of producing such strokes. Although a player who relies on backspin puts them-self in the position of response, rather than initiation, this does not impede them strategically. In fact, alterations are frequently made to the rules and regulations regarding equipment, in an effort to maintain a balance between defensive and offensive spin choices. (It is actually possible to smash with backspin offensively, but only on high balls, which are close to the net) Backspin is commonly employed in service because it is harder to produce an offensive return when faced with a back-spun ball.
The harder-to-learn topspin stroke has a smaller influence on the first part of the ball-curve. Like the backspin stroke, however, the axis of spin remains roughly perpendicular to the trajectory of the ball thus allowing for the Magnus effect to dictate the subsequent curvature. After the apex of the curve, the ball clearly dips downwards as it approaches the opposing side, before bouncing. On the bounce, the topspin will accelerate the ball, much in the same way that a wheel which is already spinning would accelerate upon making contact with the ground. Again, the most significant change appears when the opponent attempts to return the ball (with a smooth, pimples inwards rubber). Due to the topspin, the ball jumps upwards and the opponent is forced to compensate for the topspin by adjusting the angle of his or her racket. This is commonly known as "closing the racket". There is a significant decrease in the speed limitations of the topspin stroke, aside from those limitations due to your own timing and physical strength. This stroke is the predominant technique used in professional competition because it gives the opponent less time to respond. In table tennis topspin is regarded as an offensive technique due to increased ball speed, lower bio-mechanical efficiency and the pressure that it puts on the opponent by reducing reaction time. (It is possible to play defensive topspin-lobs from far behind the table, but only highly skilled players use this stroke with any tactical efficiency.) Topspin is the least common type of spin to be found in service at the professional level, simply because it is much easier to attack a top-spun ball that is not moving at high speed.
This type of spin is predominantly employed during service, wherein the contact angle of the racket can be more easily varied. Unlike the two aforementioned techniques, sidespin causes the ball to spin on an axis which is vertical, rather than horizontal. The axis of rotation is still roughly perpendicular, to the trajectory of the ball. In this circumstance, the Magnus effect will still dictate the curvature of the ball to some degree. Another difference is that unlike backspin and topspin, sidespin will have relatively very little effect on the bounce of the ball, much in the same way that a spinning top would not travel left or right if its axis of rotation were exactly vertical. This makes sidespin a useful weapon in service, because it is less easily recognized when bouncing, and the ball "loses" less spin on the bounce. Sidespin can also be employed in offensive rally strokes, often from a greater distance, as an adjunct to topspin or backspin. This stroke is sometimes referred to as a "hook". The hook can even be used in some extreme cases to circumvent the net when away from the table.
This type of spin is almost exclusively employed in service, but it is also used from time to time in the lob at the professional level. Unlike any of the aforementioned techniques, corkspin (sometimes referred to as "drill-spin") features a unique situation in which the axis of spin is more or less parallel to the trajectory of the ball. This means that the Magnus effect will have little to no effect on the trajectory of a cork-spun ball. Upon bouncing, the ball will dart right or left, depending on the direction of the spin, making it very difficult to return. Although in theory this type of spin produces the most obnoxious effects, it is not as strategically practical as sidespin or backspin in terms of the limitations that it imposes upon the opponent during their return. Aside from the initial direction change when bouncing, a cork-spun ball is easily countered with topspin or backspin, and similar to a backspin stroke, the corkspin stroke has a lower maximum velocity, simply due to the contact angle of the racket when producing the stroke. In order to impart a spin on the ball which is parallel to its trajectory, the racket must be swung more or less perpendicular to the trajectory of the ball. This greatly limits the amount of forward momentum that can be transferred to the ball by the racket. Corkspin is almost always mixed with another variety of spin, as it is less effective and harder to produce on its own.
Competitive table tennis is popular in Asia and Europe and has been gaining attention in the United States.[20] The most important international competitions are the World Table Tennis Championships, the Table Tennis World Cup, the Olympics and the ITTF Pro Tour. Continental competitions include the European Championships, Europe Top-12, the Asian Championships and the Asian Games. Chinese players have won the men's World Championships 60% of the time since 1959;[21] in the women's competition, Chinese players have won all but three of the World Championships since 1971.[22] Other strong teams come from East Asian countries and European countries, including Austria, Belarus, Germany, Hong Kong, Japan, South Korea, Singapore, Sweden, and Taiwan.[23]
There are also professional competitions at the clubs level. The national league of countries like China (the China Table Tennis Super League), Germany, France, Belgium and Austria are some highest level examples. There are also some important international club teams competitions such as the European Champions League and its former competition, the European Club Cup, where the top club teams from European countries compete.
An international hall of fame exists at the ITTF Museum.[24] A Grand Slam is earned by a player who wins singles crowns at Olympic Games, World Championships, and World Cup.[25] Jan-Ove Waldner of Sweden first completed the grand slam at 1992 Olympic Games. Deng Yaping of China is the first female recorded at the inaugural Women's World Cup in 1996. The following are past grand slam winners:
Name (gender) | Nationality | Times won | ||
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Olympics | World Championships | World Cup | ||
Jan-Ove Waldner (M)[26] | Sweden | 1 (1992) | 2 (1989, 97) | 1 (1990) |
Deng Yaping (F)[27] | China | 2 (1992, 96) | 3 (1991, 95, 97) | 1 (1996) |
Liu Guoliang (M)[28] | China | 1 (1996) | 1 (1999) | 1 (1996) |
Kong Linghui (M)[29] | China | 1 (2000) | 1 (1995) | 1 (1995) |
Wang Nan (F)[30] | China | 1 (2000) | 3 (1999, 2001, 03) | 4 (1997, 98, 2003, 07) |
Zhang Yining (F)[31] | China | 2 (2004, 08) | 2 (2005, 09) | 4 (2001, 02, 04, 05) |
The International Table Tennis Federation (ITTF) is the worldwide governing body for table tennis.[32] On many continents, there is a governing body responsible for table tennis on that continent. For example, the European Table Tennis Union (ETTU) is the governing body responsible for table tennis in Europe.[33] There are also national bodies and other local authorities responsible for the sport, such as USA Table Tennis (USATT), which is the national governing body for table tennis in the United States.[32]
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