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High schools have to get over it and promote the sport



Is the sport part of school? In a rapidly growing number of high schools, gamers are the new jocks. School districts seek the approval of sports clubs and teams of competitors. Breathless articles – sometimes written by technology industry representatives – shed light on how popular Gen Z esport has become, how Esport drives STEM education, and how much money can be made to earn a career in Esport.

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ABOUT

] Jason Chung (19459010) @ChungSports is a clinical assistant professor at the Preston Robert Tisch Institute for Global Sports of NYU, where he deals with the subject of sport. As a trained lawyer, he writes about topics at the interface of sports, technology and health.

The inclusion of the sport has also led to predictable dismay. For example, opposition politicians in Canada have attempted to score political points against the government by claiming that esports programs in high school could promote cyber-dependence. Others argue that they do not know if sport is a sport. Illinois High School Esport Coach, Amy Whitlock, said, "People do not consider Esport a legitimate sport and say it's not a productive activity."

These reducing arguments are short-sighted and reveal a fundamental misunderstanding of the potential risks and benefits of esports in schools. Esports is neither a panacea nor a curse for dedicated students. Like any activity, the devil is in execution. How esports are implemented in schools of politicians and administrators will affect whether our youth receive the best version ̵

1; one that is healthy, safe and balanced.

Responsible use of esports in schools depends on the right definition of "esports" politicians, educators and parents alike should recognize that sport is not just about video games. Esports is recognition of video games as a source of competitive gaming in a structured group environment. In contrast to the outdated prejudices that video gamers are unhealthy, lonely and moody, the main purpose of the sport is to give the video game industry a healthy, social and structured form of team play. Professional sports organizations such as Gen.G are investing heavily in quality training facilities that enable the development of positive group dynamics in an environment where wellness professionals such as nutritionists, personal trainers and physiotherapists work together. By adopting sport, schools can benefit from its organic growth and discourage students from non-interactive, sedentary entertainment to activities that can communicate common values ​​and principles.

Among these values ​​is that physical and mental activity and well-being are the key to quality sports play. As with all competitions, sports organizations have found that it helps athletes to take health and well-being seriously, to be more competitive, and to extend their careers by preventing injuries and mental fatigue. Increasingly, they are adopting the same strategies as traditional sports: fitness training, preventative stretching and testing to prevent repetitive injuries, limit training hours to combat mental fatigue, and focus on proper nutrition and sleep.

Politicians and educators should take a page from this professional playbook. Instead of just building sports facilities and enabling on-screen practice, the promotion of overall health and wellbeing should be given equal weight. A holistic approach to sport would also help to monitor and mitigate the actual risk of gambling addiction. Even the most passionate advocates of the Esports acknowledge that video games can addict . The World Health Organization and the American Psychiatric Association recognize the "Gaming Disorder" disorder as a potential source of what the APA views as a "significant impairment or stress" population.
Contrary to the largely unfounded claims of republican and democratic out-of-touch politicians that video games have harmful effects on mental health, current concerns about the relationship between games and addictions are largely the result of responsible scientific research. Our national and local leaders must be prepared to combat the search risk by responsively rollout of esports and as part of an out-of-school experience that promotes a well-balanced digital and analogue game, seeking optimal training time, individual or team skills to improve instead of simply working through game after game.

Citizens should have a plan to meet the demand for sport, regardless of whether they understand the attraction or not. Esports is a phenomenon that inevitably permeates the school's extra-curricular life. Take a look at the explosive growth of university sports, from which activities often reach high school. In 2016, only seven colleges had Esport teams; Today, there are over 130 who together provide more than $ 15 million in scholarships. In addition, youth sports organizations such as the National Federation of State High School Associations recognize that participation in traditional college sports is declining for the first time in 30 years, while participation in sport is increasing. That's why they've teamed up with venture capital-backed sports leagues like PlayVS to make sure the sport becomes a sporting reality for students in your city or community.


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