Official World Cup API
live.mobileapp.fifa.com
live.mobileapp.fifa.com
T's and C's on FIFA's site are pretty clear:
(i) FIFA Content
5.1 All FIFA Content, including FIFA feeds, is owned by, or
licensed to, FIFA. FIFA Content is provided to You “AS IS” and may
not be used, reproduced, distributed, transmitted, broadcast,
displayed, sold, licensed or otherwise exploited for any other
purposes than their access and usage on the FIFA Digital Platforms.
For that sole and exclusive purpose, FIFA grants to You a limited,
revocable, non-exclusive license to access and use the FIFA Digital
Platforms privately for non-commercial purposes, in accordance with
these Terms.
"FIFA Digital Platforms" is defined as the website and their App.So... doesn't really sound like an "official API" in the sense of being something you could use to create your own world-cup data-based apps or web sites...
This is "small data", you can always say that you watched all the matches and collected the information yourself ;-)
And, depending where you live this license can/cannot be legal.
Edit: Or is this more common than I thought?
However, they are still common enough that I'm not too surprised when I see them, particularly in in-house code as opposed to open source software. It tends to be the sort of thing encoded in the 'process' of a company at some point that is difficult to extricate out later on due to legacy code, overall friction to change, etc.
I like the player "PosX" and "PosY" decimal values, presumably used to position the player on a team formation graphic.
Apparently mobile devices only need one size of image each, rather than havingn various pixel density buckets. For some reason, the Android image is twice the size of the iOS image:
"c_IosImage": "http://live.cdn.mobileapp.fifa.com/awards/ios/manofthematch...., "c_AndroidImage": "http://live.cdn.mobileapp.fifa.com/awards/android/manofthema...