5 Questions for 8-Player Football

April 10, 2017

The 2017 8-Player Football Playoffs will be conducted over four weeks in two divisions of 16 teams each for the 60-plus teams sponsored by Michigan High School Athletic Association Class D schools.

That much was decided by the MHSAA Representative Council on March 24.

There are five questions (at least) that the Council still must answer:

  1. How should teams qualify? Since the first 8-player tournament in 2011, teams have qualified by playoff point averages – the 16 highest qualified for the tournament. Should this be changed to a system of automatic qualifiers on the basis of wins, plus additional qualifiers on the basis of playoff points to complete the field – like the 11-player tournament operates?

  2. When should divisions be determined? Should it be in late March when division breaks for other “equal divisions” tournaments are set? Or should divisions be determined nearer the start of the season – say, September 1 – so all late additions, deletions, and cooperative program changes can be factored in before the two divisions, based on enrollment, are determined?

  3. Where will the championship games be played? Should the Council designate a doubleheader at the Superior Dome in Marquette so the MHSAA can focus all its resources on one climate-controlled facility? Or should two sites be designated now (perhaps the Superior Dome in Marquette and Legacy Field in Greenville), and the specific games and times assigned as the playoffs progress in an attempt to reduce travel times for teams and spectators?

  4. Should the maximum enrollment for the 8-player tournament be the moving target of the Class D maximum (203 in 2017) or a fixed number – for example, 215, the Class D maximum in 2011 when the 8-player tournament began? This decision could be deferred to the Council’s meeting in December.

  5. Should there be a “grace period” for schools that are eligible for the 8-player tournament one year but have enrollments that exceed the 8-player limit the next year – for example, eligible only the following year and only if the enrollment does not exceed the 8-player enrollment limit by more than 12 students? This decision could also be delayed to the December meeting of the Council.

As our excitement builds for the expanded 8-player tournament, so do the questions.

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.