The Fun Factor

November 14, 2014

My experience with school-age young people is that what they seek most from sports participation is fun and friends. More sophisticated research from many sources consistently has affirmed my less formal findings.
The Journal of Physical Activity & Health added a July study to the body of research. This work was conducted by George Washington University in Washington, DC, and focused on organized soccer.
What was so surprising about this study is not that winning was not at the top of the list of what makes sports enjoyable for youth, but that winning ranked 48th of 81 factors measured. Winning didn’t even make it in the top half!
The lead author of the study, Associate Professor of Sports Psychology Amanda Visek, was quoted by the Chicago Tribune to say “the fun experience is not determined by the result of a game but rather by the process of physically engaging in the game.”
Tribune writer Danielle Braff quotes this research and other expert commentary that coalesces around the consensus that it is parents, not athletes or coaches, who are most hung up on the outcome of the game, as well as the issues that create the pressure on young people that ruins the pleasure of play: position, playing time and prospects of making an elite team or earning a college scholarship.
That’s the stuff parents worry about much more than their kids. And, according to a growing body of research, some of which we've cited in this space before, that’s the stuff that causes many kids to quit organized sports. It’s not fun anymore.

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.