Youth Should be Served
December 26, 2013
A half-century ago, youth sports were not well organized. Children directed most of their own games, playing each sport in its season, moving from touch football in the side yard to basketball in the driveway to baseball in the vacant lot where an apartment building now stands. They walked or rode their bikes to the venues, they brought their own equipment, they chose up sides and they agreed upon the playing rules and ground rules.
Even if young people played on a community team, they spent more time in pickup games on makeshift fields, courts and diamonds than they did in uniforms at the groomed settings of the formal youth league games.
Gradually, the leagues multiplied and the ability groupings stratified. Elite teams were created consisting of the more talented kids, who were really just more mature for their age; and they were provided with the most games, the longest trips and the largest trophies. It didn’t take long for the other players to feel second class and to drop out of one sport or all sports. In time, even some of the “good” players succumbed to overuse injuries and emotional burnout.
By the time most students reached the earliest grades for school sports, many had already found different ways to spend their time. It is often cited and well-documented that, today, 80 to 90 percent of all youth who ever started playing organized sports have stopped doing so by age 13. Before high school.
So it occurs to me that school districts should have both altruistic and selfish reasons to rethink their approach to junior high/middle school sports, which is now to engage students too late and offer them too little. Schools might be able to provide a better experience for the youngsters and create an earlier and stronger relationship with the philosophies of educational athletics at the junior high/middle school level, and that ultimately will strengthen high school athletic programs.
This pursuit will take great care in order to assure that schools themselves do not make the same mistakes we have seen in overzealous youth sports programs. We will have to find the balance where multi-sport experiences are encouraged so middle school students can experiment with new sports and discover what they might really like and be good at, while at the same time provide enough additional contests that interscholastic programs are a more attractive option than non-school programs that may always allow more contests than school people will allow within an educational setting.
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.