Inactivity Epidemic

May 27, 2016

The Aspen Institute conducted its third “Project Play” Summit in Washington, D.C., on May 17. The sold-out event was both a stimulating and frustrating experience.

There are very many people doing marvelous things to increase the quantity and quality of sport participation among youth, especially focusing on ages 6 to 12 and underserved populations. However, intriguing local initiatives do not appear to be easily scalable, and the platitudes of national organizations do not appear to be reaching their local affiliates where youth coaches pressure parents and kids into year-around specialization and promise college scholarships.

We cannot expect that those whose business is winning medals (NGBs and USOC) or those whose business is making money (major college and professional sports) will be thought or action leaders who effectively increase participation rates and frequency or reduce obesity in adolescents. These goals will be good for PSAs and niche initiatives, but will never be a part of the DNA and daily mission of these entities.

We need to seek leadership of thought and action among adults who work with youth every day and who see sport not as an end in itself but as a means to help prepare the whole child for later life. And to be more precise, we need to seek leadership where the kids are and where facilities already exist. In our nation’s schools.

When recess and physical education programs with ample opportunities for free play and sports sampling are restored to elementary schools, and broad and deep programs of interscholastic athletic programs are adequately funded in junior high/middle schools and high schools, then and only then will we begin to reverse obesity in youth and their future burden on society as adults.

The epidemic isn’t obesity; it’s inactivity.

This nation must awaken to the reality that physical literacy is as important to our future as reading and writing have been in our past. Science, technology, engineering and math are important to our nation, of course, but possibly less essential to an individual’s health and happiness than physical literacy – developing the ability, confidence and desire to be physically active and, as an intentional consequence, much more likely to live healthier and longer.

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.