Safety First

August 16, 2012

In the final chapter of A Moveable Feast, Ernest Hemingway writes:  “Skiing was not the way it is now, the spiral fracture had not become common then, and no one could afford a broken leg.  There were no ski patrols.  Anything you ran down from, you had to climb up.  That gave you legs that were fit to run down with.”

As motorized lifts carried less prepared people faster and with greater ease and comfort to higher and longer slopes, alpine skiing injuries became more frequent and serious.  Similar patterns can be found in many other sports as technological advancements have taken participants to extremes their physical bodies were unprepared or unsuited for.

The classic but far from unique example is football.  Improvements in helmets, mouth guards and face masks and the requirement of all three for head and face protection, encouraged coaches to teach and players to use blocking and tackling techniques that threatened their unprotected necks.  Catastrophic spinal cord injuries spiked in the early 1970s.  High school football rule makers countered with the prohibition of spearing in 1975, and then barring both butt-blocking and face tackling in 1976.  Certification of helmets was required in 1980.

New technologies created poles that catapulted pole vaulters to unexpected heights in the late 1960s; and high school rule makers responded with new requirements for poles and landing pits in 1975.  Risks of injuries and lawsuits were largely responsible for the pole vault being dropped at least temporarily from the schedule of events in some states.

The pursuit of profits by manufacturers and personal bests by athletes and their coaches will continue to push bodies to the extreme limits of what is safe; and rule makers will push back, often being labeled as out of date or out of step by those they are trying to protect.

Every four years the Olympics shine a spotlight on amazing dedication by athletes and alarming developments in equipment across the full spectrum of sports.  We are watching the 2012 Summer Games in awe of the participants, but on alert that some of the products they are utilizing will help, but others will harm, our high school programs.

We need to be certain that those who arrive at the top of our mountains have the legs to run down safely.

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.