Focus on Fun

June 2, 2017

Thousands of hours of professional development programs have been devoted to the topic of change and how to cope with what has changed, what is changing and what will change. But I’ve been impressed recently that it is more worthwhile to focus on what has not changed, is not changing and is unlikely to ever change.

John O’Sullivan, author and creator of Changing the Game Project (see changingthegameproject.com), brought this most powerfully to my mind in an article he wrote for the Spring/Summer 2017 edition of Midwest Sports Planner, titled “Some Things Never Change: Applying the Amazon Business Model to Youth Sports.”

While I can think of several things about the Amazon business model that could corrupt youth sports, the point Mr. O’Sullivan makes is based on this answer Amazon CEO Jeff Bezos gave in an interview. Mr. Bezos said:

“I almost never get the question: ‘What’s not going to change in the next ten years?’ And I submit to you that question is actually more important (than what is going to change) because you build a business strategy around the things that are stable ...”

Mr. O’Sullivan asks: “What if we did the same thing in youth sports? What if we stopped worrying about everything that changes and instead focus on the one thing that does not?”

That one thing, according to O’Sullivan, is why kids play sports. “The answer, according to every piece of research I have ever read, in nearly nine out of ten athletes surveyed, is this: ‘Because it’s fun. I play sports because I enjoy them.’”

This squares with all the research we’ve received at the Michigan High School Athletic Association, and it admonishes local, league and state leaders of school sports to search for and deliver policies, procedures and programs that will keep fun foremost in school sports.

Fun does not mean frivolous or inconsequential. It doesn’t mean there can’t be high standards of eligibility and conduct. It doesn’t mean there are not aches and pains or highs and lows or lessons to be learned.

When properly focused, competitive interscholastic athletics trades in difficult fun, devoted friendships and dedication to fitness throughout life. And we should market ourselves accordingly.

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.