I have been asked to
make the case for Mind Sports to be considered as a sport when it comes
to the awards of half-colours and colours. I would like to exceed this
brief somewhat, because in many ways the
question is academic. Mind Sports is already recognised as a category
one sport by the Department Of Sports and Recreation and by SASCOC in
South Africa, and internationally by Sport Accord, the controlling body
of world sport. It is thus a case of
fait accompli, and in terms of my argument, Q.E.D! I would like
to argue that Mind Sports should play an important part of any
co-curricular programme whether considered a sport or not.
Mind Sports include
many different codes such as board games like Chess, Checkers,
Morabaraba, Backgammon, Go or Diplomacy; card games such as Bridge or
Poker, included by The International Mind Sports Federation
after a US judge ruled Poker was not a game of chance; computer games
such as DotA, League of legends, Tekken, FIFA and so on; historical
wargaming; and role play games such as Dungeons & Dragons.
eSports were included in the 2014 Asian Games, and may soon be part of the Winter Olympic
programme. Mind Sports such as Chess, Checkers, Bridge and Go have been
in included in the World Mind Games which follow
the Summer Olympics and Paralympics, and the ways in which Mind Sports
articulate with other sports is not only becoming clearer and more
regularised every year, but the huge viewership and amount of money
wrapped up in eSports in particular, makes this one
of the fastest growing sports in the world. Although the question
around whether eSports is a sport or not is only just emerging into the
public debate, within the sporting community itself, at the upper
reaches of decision-making at any rate, it is already
a done deal!
For many, though,
the vision of Mind Sports such as Checkers or video-gaming as a sport is
problematic, and I would like to argue this case on two fronts. I would
like first to make the case for Mind Sports
as an important part of any school’s co-curricular programme,
fulfilling a role usually associated with physical sports, and secondly
tackle the issue around whether it is indeed a sport or a recreational
activity.
Thomas Arnold’s
argument for the importance of team sports in education still stands
today as one of the central pillars of the modern education system. Few
teachers would argue that sports are not a vital
component of education, and schools which cannot offer sporting
activities suffer for it greatly. Computer gaming is often characterised
as anti-social and harmful. And yet a raft of research is now
indicating quite the opposite. The emerging consensus is
that up to three hours a day of video-gaming is actually good for you
in terms of happiness, social-well-being, and would you believe it, even
eye-sight! This is because video-gaming is essentially an intensely
social activity, and for kids growing up in a
world where they are discouraged from loitering in public places;
online socialising, including gaming is a vital component in developing
social maturity. Gaming, especially the more competitive team-based
eSports such as DotA or CounterStrike, are games which
encourage collaboration and team-work. A great deal has been written
about the role of online gaming in treating autism, and I think it would
be fair to say that in many ways computer gaming and muscular
Christianity are not incompatible notions! I am not
saying that DotA should replace rugby or hockey in terms of building
body, mind and character, but I am saying that eSports, in a digital
world, should be seen as equally vital in developing well-rounded,
socialised human beings.
James Gee has
highlighted the ways in which computer gaming stands as an exemplary
model for learning, and argues that schools should take heed of this.
Jane McGonigall has argued cogently for the social significance
of gaming, and no less a figure than Albert Einstein, himself a keen
Chess player, believed that games are the “highest form of
investigation”.
This needs some
unpacking. I was struck by a piece of research that came out recently
which looked at what areas of the brain were activated during writing.
While amateur writers, more concerned with whether
to use this word or that had one area of the brain activated,
professional writers were using the same area of the brain as is used
during gaming, ie. the strategic decision-making areas. Professional
writers are not concerned with word-choice; they are making
strategic decisions about how to persuade their audience, what writing
strategies to employ, the same kinds of decisions games-players make all
the time. Knowledge is often conceived of as sitting on a continuum
between highly abstract, universal knowledge
such as algebra or the concept of relativity, and highly contextualised
and experiential knowledge, as in History, Literature or Biology.
Jerome Bruner argued
that this dichotomy between paradigmatic and narrative modes of knowing
is in fact a false dichotomy, and I think this is what Einstein had in
mind.
Beyond any knowledge of this or that, lies the meta-theory, and in this realm metaphor and narrative are the building blocks of knowledge. All knowledge is situated within a given paradigm, and knowledge is often advanced simply by shifting paradigm. A case in point would be the disagreement between Niels Bohr and Einstein over quantum physics. Einstein could not believe that God played dice with the universe and refused to believe in the possibility of any of the “spooky” effects of quantum mechanics. We now know that Einstein was wrong, but at the time both paradigms stood in stark contrast to each other, with different ways of explaining the universe, neither proven. When Gauss dreamed up his non-linear geometry he did not suspect that space might indeed be curved. Charles Boole had no idea his Boolean algebra would have applications for electronics. The venture into quantum physics, non-linear geometry or Boolean algebra were all game-like, what-if explorations which played with the conventional world-view.
Beyond any knowledge of this or that, lies the meta-theory, and in this realm metaphor and narrative are the building blocks of knowledge. All knowledge is situated within a given paradigm, and knowledge is often advanced simply by shifting paradigm. A case in point would be the disagreement between Niels Bohr and Einstein over quantum physics. Einstein could not believe that God played dice with the universe and refused to believe in the possibility of any of the “spooky” effects of quantum mechanics. We now know that Einstein was wrong, but at the time both paradigms stood in stark contrast to each other, with different ways of explaining the universe, neither proven. When Gauss dreamed up his non-linear geometry he did not suspect that space might indeed be curved. Charles Boole had no idea his Boolean algebra would have applications for electronics. The venture into quantum physics, non-linear geometry or Boolean algebra were all game-like, what-if explorations which played with the conventional world-view.
Games are
meta-theoretical in that they approach questions around how to construct
what is known into a coherent view of the world, they are ways of
investigating the meaning of meaning! If we know this, what
do we do with this knowledge? If it were this way instead of that way,
what would it mean? This is the realm of intellectual history and the
philosophy of knowledge. Knowledge does not stand alone, it stands
within a tradition and within paradigms, and what
I imagine Einstein meant by games as the highest form of investigation,
are the tools we use to move beyond the straight-jacket of the
paradigm.
Now, I am not saying
that Chess or DotA can be seen as somehow more important than Science,
but playfulness is a form of investigation, and games in education are
not just tools to engage, they are also cognitive
tools. We are only just coming to appreciate this, and I would argue
that gaming, including computer gaming should be seen both as a sport
important in building character and as tools we can use for cognitive
development generally because they enhance our
ability to think strategically. I believe that games play is essential
in developing problem-solving skills, and may help explain why boys seem
better at it than girls.
In many places Chess
is being introduced into the academic curriculum with good effect, but I
believe it would have greater effect to introduce a range of games.
Different games address different aspects of
general intelligence, which is why a good Chess player is not
necessarily a good draughts player. Mind Sports includes a range of
games, and all have their value and place. I believe all schools should
be aiming at building body, mind and character, and that
mind sports has an important role to play in this process. Not in
isolation but together with academics and physical sports.
But are Mind Sports,
whether they be computer games or board games like Checkers, Go or
Backgammon, or card games like Bridge, not recreational rather than
sporting in nature? Maybe they have a place in the
educational programme, but not as sports! Maybe they should be
considered cultural activities rather than sport.
The dictionary definition of sport usually goes something along the lines of “a contest or game in which people do certain physical activities according to a specific
set of rules and compete against each other” (Merriam-Webster).
There are usually three major elements to the definition and that is
that it is physical, involves contestation, and is governed by a set of
rules. Mind Sports easily qualifies in the latter
two of these elements, so the issue really comes down to the definition
of physical. All Mind Sports involve a physical element. Chess pieces
are moved, cards are dealt, die are rolled, and mouse clicks are made.
We have not yet achieved a state in which our
minds can exist independently of our bodies. All sports have a mental
aspect and a physical aspect, and this should probably be inserted into
the definition.
In some eSports
hand-eye co-ordination is crucial, but clearly there is not necessarily a
high level of physical exertion required, although stamina is always
crucial. On the other hand we need to understand
that the level of physicality required of any sport sits on a continuum
from heavily physical sports such as swimming to those with less
exertion such as darts or pistol shooting! eSports certainly require a
greater level of hand-eye co-ordination than some
sports which require only exertion – such as nurdling or caber-tossing!
One can see that the argument then revolves around whether pure
physical exertion (running) or hand-eye co-ordination (clay-pigeon
shooting or archery) is more integral to one’s definition
of physicality. Given that physicality is only one element in the
definition of sport, and that all sport is both mental and physical to
some extent, it is easy to see why Sports Accord, the umbrella body for
world sport, Olympic and non-Olympic sports, has
accepted Mind Sports into its fold.
So why should Mind
Sports be considered sports in schools rather than cultural
contestations such as debating, theatre sports or poetry slams? I
believe that Chess, for example, or eSports both involve very
similar dynamics in terms of a rule-governed contest to sports which is
somewhat different to the contestation of a debate or public speaking.
Firstly the logic of the contest in a debate or poetry slam is usually
more about the performance than the result.
While a school may be declared a winner, it is usually by adjudication
rather than by a rule-governed outcome. In eSports or Checkers, players
win the game every bit as much as they do in netball or tennis! You do
not need an adjudicator to decide who won
or lost. Secondly, Chess or DotA shares with rugby or cricket the
aspect of being a game, a common vocabulary, conventions of running
leagues, tournaments and matches, with notions of a season, regular
fixtures and medals, cups or trophies to be won. Debating
leagues are run somewhat differently.
For all these reasons, I would argue that schools need to recognise Mind Sports as a full sport!
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