Research

November 21, 2014

We freely admit that a state high school association is much better at running tournaments than conducting research. First as athletes and then as coaches, most of us got in the habit of processing information quickly and making fast decisions. Now as administrators, our member schools depend on us for quick answers because the contest our answer may affect is scheduled this week, or tomorrow, or tonight.
However, there is a small body of research that is unique to the MHSAA. Like our counterpoint organizations across the US, we keep the regular-season and postseason tournament records and we have the data for officials registrations, student participation and tournament attendance. Our uniqueness is in two areas.
First, the MHSAA has surveyed its member schools about participation fees (a.k.a., pay-for-play) every school year since 2003-04. This is the longest running survey and largest body of information on this topic anywhere. You can find all the results at MHSAA.com here.
Second, the MHSAA has surveyed middle school students three times – in 1997-98, 2001-02, and 2008-09 – and is doing so again this month, to assess what sports they are currently engaged in and are most interested in playing as high school students.
It is this survey that was partly responsible for the MHSAA’s addition of lacrosse and bowling tournaments in 2005 and 2006, the two most recent additions to the MHSAA postseason tournament schedule.

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.