Why We Watch

May 7, 2017

It’s because we don’t know the outcome that we watch competitive sports.

If we know in advance who will win, we are much less inclined to watch.

This explains why television viewer ratings for live sports events are many times greater than for tape-delayed broadcasts and reruns of the same event.

It helps explain why onsite attendance for the Quarterfinals of the MHSAA Team Wrestling Tournament declined after seeding began. Pairing the No. 1 seed against the No. 8 seed, and No. 2 vs. No. 7, had predictable results and didn’t draw as much interest as in previous years, before seeding.

It is not automatic that seeding MHSAA tournaments will increase tournament attendance. Random pairings is a fair system, and random results an exciting experience.

Loss of random results is what worries U.S. professional sports leagues and united them against legalized sports betting. It is why sports organizations have tried to restrain the use of performance enhancing drugs – we don’t want PEDs to predict results.

The lure of participation for adolescents is that competitive school sports is difficult fun. The attraction for spectators is that the results aren’t known in advance. It’s what puts us on the edge of our seats, holding our breath, biting our nails.

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.