The Good Old Days?
June 12, 2012
In the 1950s, high school football crowds were often larger than today, and schools’ quirky gyms were never more packed with partisans. Local newspapers (more numerous then) and radio stations (far fewer then) never gave school sports a greater percentage of column inches or air time than in the 1950s. Therefore, one might pick a school year in the mid 1950s as the peak of prominence for school sports in America.
That would be true if you were a boy, and a boy who played one of the few sports sponsored by schools compared to the diverse offerings of 50 to 60 years later. However, if you were a girl, and even for many boys, there wasn’t much in the way of school sports in which to participate in the so-called heyday, the “good old days,” of high school sports.
If we judge the effectiveness of school sports programs more on the basis of participation than game night attendance, then today’s programs – where many more students participate in a wider variety of activities – are a much healthier and much more educationally sound enterprise than five or six decades ago. And actually, there are also more spectators today; they’re just dispersed over more venues, sports and levels of teams today than in the 1950s.
More students in a wider variety of sports, supported by more spectators. By these measures, a better program today than existed a half-century ago.
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.