Pilot Programs 2.0

May 10, 2016

Two sideline concussion detection pilot programs launched with 62 schools at the start of the 2015-16 school year will continue in 2016-17, with several significant modifications.

For the upcoming school year, a smaller number of schools will be invited to participate, training will be both earlier and longer, and the focus will be on those sports which the MHSAA’s mandated concussion reporting by all high schools has identified as having the highest risk for head injuries.

The primary purpose for the MHSAA to initiate, drive and monitor these pilot programs is to emphasize the removal-from-play phase of the concussion care continuum, and to encourage more care, consistency and courage during that decision-making process.

Data from the most recent fall and winter seasons tends to demonstrate that schools in the pilot programs reported more concussions than non-pilot schools and they withheld students from activity longer than schools which did not participate in the pilot programs.

These tendencies are supported by both systems being tested, King-Devick and XLNTbrain, both of which have significant improvements in store for pilot schools in 2016-17.

The purpose of the pilot programs is not to select a single system to be recommended to or required of all MHSAA member schools, but to demonstrate to vendors how to serve the needs of our diverse constituency and to help our schools serve their student-athletes better. Further progress toward these purposes is a certainty during 2016-17.

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.