The Rules We Use

February 9, 2016

The MHSAA Handbook of 90 years ago consisted of merely 21 pages, a diminutive 3½ x 6 inches in size.

The proposals for just the changes in the Handbook for 2016-17 require almost as many words as the entire Handbook of 1925-26.

The Handbook has grown to 130 full-sized, 8½ x 11-inch pages not just because we serve more sports and students than 90 years ago. It also grows because life is much more complicated. Society, schools and sports have much broader concerns today.

Every policy described in the current Handbook got there as a response to people wanting more rules or recommendations – sometimes to treat students better and other times to promote competitive equity, both of which are worthy objectives and should continue to be the rationale for proposals.

Occasionally I hear my colleagues in other states say we need to modernize our rules, to be sure we are not trying to apply 20th century rules to 21st century problems. I don’t disagree with that populist refrain.

However, before any rule is removed, those in charge must ask and answer: “How will school sports look without this rule? Will the problem this rule was created to solve return if we remove the rule? Will doing so create even worse problems?”

Rarely has the adoption of a new rule by our organization been a mistake. I cannot say the same for the removal of rules.

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.