Software Development

August 8, 2014

In his book The Sports Gene, author David Epstein causes the reader to think about athletic performance as software more than hardware; and I believe this is even more important for us to consider in educational athletics.
In school sports, at least in most situations, we still believe that opportunity is for everybody, regardless of gene pool or body type. High school sports teams often have an eclectic mix-and-match look that defies each sport’s stereotype on other levels.
In school sports, coaches don’t select and sculpt the body type as much as welcome what comes to them and work to develop skills to overcome inherent shortcomings.
In school sports, we focus on the software more than the hardware on other levels as well.

We are concerned with character development more than physical development, on principles more than physiques. It’s the operating system we focus on, much more than the hardware.

We also judge success differently – more on intangibles than tangibles, more on heart and mind than trophies and medals.

    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.