The Other Side of Safety

August 13, 2013

One of our newest sports – girls lacrosse – is today presenting one of the oldest conundrums in competitive athletics.

On one side of the complex issues are many moms and dads who cite the dangers their daughters confront from contact to the head and face by other players’ sticks or the ball. They want hard helmets with face masks required in girls lacrosse. Many coaches and administrators agree.

On the other side of the issues are the “purists,” including the official position of US Lacrosse, who are concerned that by increasing head and face protection the rule makers would invite the kind of hard and high contact that would fundamentally alter the nature of the game and lead to more serious injuries in girls lacrosse.

This is the classic dilemma that the leadership and playing rules bodies of sports organizations have faced many times over many years for many sports.  Justifiably.

When football added helmets, then face masks and then mouth protectors to the list of required equipment, there was a significant reduction in broken noses and chipped teeth, but techniques of blocking and tackling changed. The protected head and face became much more of a target and weapon than it had been before, and the unprotectable neck and spine became more at risk.

Some would argue that ice hockey’s experience is similar to football’s history. The discussion in the soccer community regarding hard helmets for goalkeepers and soft helmets for all other players often revolves around similar questions. Will required protective equipment change the game? And will one of the changes be that the game becomes still rougher and even more injurious, trading “moderate” injuries for more catastrophic?

While the debate continues over additional head protection requirements for girls lacrosse, and other sports, both sides seem to agree that the burden of the rule makers to be out-front in the search for ways to improve the rules is matched by the in-the-trenches responsibility of coaches to teach the game and officials to administer the contests in accordance with existing rules which already place a premium on participant safety.

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.