Challenging Change

January 2, 2014

Everywhere we turn, we hear or read that things ought to change because, well . . . “The times are changing.”

How we raise children, how we educate students, how we work and worship . . . everything is subject to change, we’re told, because “times change.”

I suppose if we had evidence that the changes made in previous decades, because “It’s the 80s” or “It’s the New Millennium,” had really improved our world, I might be more taken with change for change’s sake today. But I see little evidence of stronger families, better schools, more fulfilling work or more faithful congregations today than in previous decades. Rather, I see a world in worse shape in many ways, even in the only part of that world where I have any expertise: sports.

One of the problems of youth sports today is the over-programming of our kids. A superficial comparison with youth sports of 2014 vs. 1964 reveals that today we have many more well-organized leagues in many more sports for many more kids than 50 years ago. They have better facilities, equipment and uniforms. They have coaches and officials and even boards of directors to hear the complaints and protests.

By contrast, in the 1960s there were just a few organized leagues in a few sports for a few kids; but even those kids spent most of their playing time in pickup games where they chose up sides, set the ground rules, and made the calls themselves. They settled arguments on the spot. They had to bring their own equipment, and take care of it. And if the ball went out of play, they had to hunt for it until they found it; because a lost ball meant not only that the game was over, it might also have meant the entire season was over.

When did kids learn more from youth sports: in the 1960s world of pickup games they managed for themselves, or in the more recent world of adult-directed travel teams and tournaments and trophies? Just because “times are changing,” should we program out all that was good about youth sports 50 years ago?

Of course not. Which is why those in our schools who want more and more contests for younger and younger grade levels must be cautious. It is possible to get too much of a good thing, and to get a good thing too soon.

Exploring Esports

May 18, 2018

One of the liveliest topics of discussion during the May 6-7 meetings of the Representative Council of the Michigan High School Athletic Association was “esports.”

Some Council members, sensing an opportunity to connect with additional students, are intrigued; and they wonder how long we can dissect the topic before the train leaves the station without our involvement and influence.

Other Council members, seeing the violent nature of many of the popular games and the lack of physical activity by participants, question what authentic place electronic gaming could ever have in educational athletics.

Where money drives the enterprise, there has been little hesitation to become involved. Most professional sports leagues and/or franchises are already heavily invested. The only value judgment being made is the return on investment dollars.

Intercollegiate athletics is not far behind. The National Association of Intercollegiate Athletics (NAIA) sponsors events. The NCAA has a powerful work group developing strategies. More than 100 colleges are providing scholarships, including Michigan institutions.

At least a half-dozen of our counterpart organizations across the US will conduct or endorse esports seasons and tournaments for high schools during 2018-19. The MHSAA has organizations both within and outside Michigan looking for our leadership.

The industry has lots of hype and cash behind it. But before it will be educators who will question how shoot-and-kill games have a place in schools.

There may be many beneficial outcomes for participating students: e.g., improved hand-eye coordination, problem-solving skills, concentration, multi-tasking, memory – even team-building skills. There also may be negative outcomes, including too much of what might be a good thing, leading to insomnia and addiction.

PlayVS, an esport upstart company aiming at the high school level, promotes esports with the slogan, “It’s not a sport; it’s our sport.”

Arthur Piccolo, CEO of New Sports Group in New York, counters, “So-called esports is not a sport, it is computer game playing.”

I delight in the debate because it is rare that something comes along that so quickly drives discussion to defining issues of school-based sports ... to searching for the sweet spot that expands student engagement without abandoning what makes school sports a force for good in students, schools and society.