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Ear pull
Ear pull
from Wikipedia
Ear pull match at the 2008 World Eskimo Indian Olympics

The ear pull is a traditional Inuit game or sport which tests the competitors' ability to endure pain,[1] and also strength. In the ear pull, two competitors sit facing each other, their legs straddled and interlocked. A two-foot-long loop of string, similar to a thick, waxed dental floss, is looped behind their ears, connecting right ear to right ear, or left ear to left ear.[1] The competitors then pull upon the opposing ear using their own ear until the cord comes free or the opponent quits from the pain.[1] The game has been omitted from some Arctic sports competitions due to safety concerns and the squeamishness of spectators;[2][3] the event can cause bleeding and competitors sometimes require stitches.[1]

The Inuit ear pull game is a harsh test of physical endurance....[in which] a thin loop of leather is positioned behind the ears of each of two competitors who then pull away from each other until one gives up in pain.[4]

The ear pull is one example of Inuit games that "prepare children for the rigours of the arctic environment by stressing... physical strength and endurance", as well as helping one keep a mental record of one's endurance levels.[4]

Ear pull features at the World Eskimo-Indian Olympics.[5]

References

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from Grokipedia
The ear pull is a traditional that tests competitors' , , and neck strength by having two participants sit facing each other on the floor with a loop of sinew or string connected between the same (either both right or both left), pulling steadily backward using only their heads until the loop slips off the opponent's ear, breaks, or one yields. In the event, competitors must maintain a straight pull without jerking, twisting, or allowing the sinew to rest against their face, with matches typically consisting of the best two out of three rounds and alternating ears between rounds; in case of a tie, the ear from the winning round is reused. The competition follows a double-elimination format to determine winners. Originating from Inuit cultural practices, the ear pull simulates the physical and mental resilience required for Arctic survival, such as enduring harsh weather during hunting expeditions, and it has been featured in modern events like the World Eskimo-Indian Olympics (WEIO) since 1961 to preserve Native Alaskan and northern Indigenous traditions. Although the sport can cause bruising or bleeding, it remains a celebrated demonstration of cultural heritage, with separate divisions for men and women at major competitions.

History

Origins in Inuit Culture

The ear pull originated among peoples in the as a pre-contact traditional game integral to building physical and mental endurance for survival in extreme environmental conditions, such as long expeditions and daily subsistence activities. This practice emerged within the broader context of indigenous games that emphasized resilience, reflecting the necessities of nomadic life in regions like , , and before European influence. At its core, the game served to test , neck strength, and overall fortitude, simulating real-world stresses like hauling sleds across ice, wrestling with harpoons during hunts, or withstanding injuries in the unforgiving cold. By engaging in such activities, participants honed the mental discipline required to persevere through discomfort, a vital for hunters and members facing isolation and peril in the . Anthropological analyses highlight how these games reinforced cultural values of and cooperation without aggression, aligning with societal norms of egalitarian endurance. While the ear pull has deep roots in Inuit oral traditions and cultural practices, specific historical documentation is limited, with reliable accounts appearing in mid-20th-century ethnographic studies of Alaskan Indigenous communities. These portray the game as a longstanding practice tied to hunting culture, observed in informal settings to cultivate prestige and group harmony. The game was traditionally played informally without codified rules, using materials like sinew looped around the ears, with the objective to pull until the loop slips off or one yields. This fostered resilience and cultural transmission in isolated communities.

Modern Revival and Competitions

The ear pull saw its modern revival through incorporation into the World Eskimo-Indian Olympics (WEIO), founded in 1961 by non-Native Alaskan pilots and Tom Richards Sr. to preserve Indigenous traditions facing pressures from and modernization. This event provided a formal platform for the game, transforming it from informal village practices into a structured competition that emphasized strength, endurance, and . The annual WEIO, held in Fairbanks, Alaska, since its inception, features the ear pull as a marquee event among over 20 traditional , drawing more than 2,000 athletes and thousands of spectators each July at venues like the Big Dipper Ice Arena. Participation and attendance grew significantly in the 1970s and 1980s as cultural revitalization movements gained momentum, leading to the expansion of similar Native games festivals across that occasionally included the ear pull alongside events like the and stick pull. Prominent competitors have elevated the event's profile, such as James Lampe of , known as the "Stone Cold Killer" for his composed demeanor, who secured multiple gold medals in the men's division, including undefeated performances in 2011 and 2012. Other standouts include Vanessa Tahbone of Nome, who won the women's title in 2012, and ongoing champions like Frank M. Lane of Kotzebue, who took gold in 2024 and 2025. While records focus on tournament victories rather than timed metrics, Lampe's streak exemplifies the pursuit of enduring legacy in the double-elimination format. The ear pull remains centered in Alaska through WEIO as the primary competitive hub, reflecting its strong ties to Alaskan Indigenous practices.

Rules and Techniques

Equipment and Setup

The primary equipment for an ear pull match is a loop of strong, thin string approximately 2 feet (60 cm) in length, traditionally made from sinew or, in modern competitions, a durable material similar to thick, waxed to ensure minimal slippage and high tensile strength. This choice of material engages the neck and ear muscles directly while withstanding the pulling force without breaking prematurely. Competitors are positioned sitting facing each other on the ground or protective mats, with their legs straddled and interlocked or knees touching to prevent leveraging the body backward and maintain focus on and strength. The string is then looped behind the upper ear lobe of each participant, connecting right to right or left to left , ensuring even tension distribution across the ears. No additional tools or equipment are permitted beyond the string and seating surface, emphasizing the game's reliance on physical rather than aids. Matches are supervised by a who verifies the setup, confirms the string's placement without resting on the face, and ensures fair initial tension before the pull begins.

Gameplay and Winning Conditions

In the ear pull, two competitors sit facing each other on the ground, approximately one to two feet apart, with their legs extended and crossed or positioned to maintain stability. A loop of sinew or sturdy string is placed over the lobe of the same for both participants—either the right ears hooked right-to-right or the left ears left-to-left—to ensure a direct pull without twisting the head. On the referee's signal, the athletes lean back steadily, using upper body strength and endurance to pull, while keeping their heads aligned straight and avoiding any jerking or lateral movements that could cause injury. Hands must remain behind the body or on the ground for balance, with no use of arms to assist the pull, emphasizing reliance on and muscles. The match is typically contested in a best-of-three format, with competitors alternating between rounds to distribute strain evenly; in the event of a 1-1 tie, the deciding round uses the ear from the initial winning pull. Competitions often follow a double-elimination , allowing participants multiple opportunities to advance until a single champion emerges. Throughout the event, referees enforce rules strictly, disqualifying athletes for improper techniques such as resting the sinew on the face or employing sudden jerks, which could lead to tears. A competitor wins a round by either pulling the sinew loop completely off the opponent's through superior force or by forcing the opponent to submit due to or , signaled by the ground or verbal concession. The overall victor is the athlete who wins the majority of rounds in their match and progresses through the to claim the title, demonstrating not only but also the mental fortitude to endure discomfort. This outcome tests the traditional values of resilience, as the sport simulates the perseverance required in harsh environments.

Cultural and Social Significance

Role in Traditional Inuit Society

In traditional society, the ear pull was integrated into communal gatherings, where it functioned as a means to build social cohesion and demonstrate personal competence among participants. These events, often tied to seasonal celebrations or successful hunts, allowed community members to engage in friendly competitions that reinforced mutual respect and interdependence in the close-knit groups. The game held significant educational value, particularly in teaching perseverance and by challenging participants to withstand physical discomfort, preparing individuals for the rigors of injuries and prolonged environmental exposure. As one of several endurance-focused activities in the repertoire—alongside the , which developed agility for detecting distant game, and the knuckle hop, which enhanced stamina for navigating precarious ice—the ear pull contributed to cultural knowledge transmission through observation and practice. Participation in the ear pull promoted skill-building within families and communities, fostering resilience essential for Arctic survival. Symbolically, the act of enduring pain in the ear pull represented the Inuit principle of stoic harmony with nature's unforgiving demands, mirroring the mental fortitude required for survival and encapsulating broader cultural values of emotional restraint and adaptability.

Preservation and Contemporary Relevance

Since the , efforts to preserve the ear pull have included its inclusion in cultural festivals across and , aiming to counteract the erosion of traditions amid urbanization and colonial influences. Annual events like the World Eskimo-Indian Olympics (WEIO) feature the ear pull to promote physical and cultural among Indigenous communities. These preservation initiatives have fostered strong community impacts, particularly through events like the WEIO, which draw thousands of attendees annually and strengthen intergenerational bonds by encouraging elders to share techniques with younger participants. Held in Fairbanks since 1961 and expanded in the late to engage youth, the WEIO promotes pride in heritage and aids in recovery from issues like by reconnecting participants to ancestral practices. The event's inclusive format, with no strict age divisions for competitors aged 12 and older, facilitates and cultural transmission, embodying a communal spirit that extends beyond competition—as demonstrated in the 2025 WEIO, where ear pull competitions continued to highlight endurance and tradition. The ear pull has gained global recognition through media coverage that highlights its role in sustaining Indigenous identity. A 2023 BBC Sport article detailed how the event preserves rare Alaskan Native traditions against modern cultural pressures. Earlier, a 2007 report on WEIO emphasized the ear pull's endurance-testing origins and its ongoing place in Native celebrations. Such exposure underscores the game's contemporary relevance as a symbol of resilience in society.

Safety and Controversies

Physical Risks

The ear pull involves competitors facing each other with a string looped behind their , pulling backward until the string dislodges or one yields, which places significant stress on the tissue. Common injuries include , bruising, and tears to the or surrounding , as the string can cut into the flesh during prolonged tension. Ears may become red, purple, or distorted in shape, with the tissue stretching or crumpling under pressure. In rare but documented cases, injuries require medical intervention, such as stitches to repair deep cuts. For instance, during a World Eskimo-Indian Olympics event, competitor Austin Sumdum sustained a severe laceration inside his when the slipped and latched, necessitating seven stitches at a . Similarly, at the 2007 WEIO in Anchorage, three participants needed hospital visits for stitches due to ear damage from the pulling. These incidents highlight the potential for acute trauma beyond superficial harm. The sport's emphasis on endurance amplifies these hazards, as competitors often continue despite visible . The event continued at the 2025 WEIO without reported major injuries.

Debates on Continuation

The continuation of the ear pull in modern competitions has elicited discussions among Indigenous communities, educators, and cultural advocates, weighing its role in heritage against contemporary ethical and safety standards. Proponents emphasize that the game serves as a vital tool for cultural preservation, helping to reconnect younger generations with ancestral developed in the Arctic's harsh conditions. By participating, individuals reinforce community bonds and transmit knowledge of , which is central to identity amid ongoing efforts to revitalize traditional practices. Advocates further argue that the ear pull fosters , a valued trait in Indigenous societies for overcoming adversity, much like historical training for and travel in . This is highlighted in anthropological studies of Inuit games, where pain endurance activities like the ear pull build character and collective , outweighing physical risks when conducted under . In settings such as the World Eskimo-Indian Olympics (WEIO), modern adaptations include age minimums (typically 12 years old), rendering it safer than its traditional forms and comparable to contact sports like wrestling that emphasize grit over comfort. Opponents, however, contend that the game's inherent pain and injury potential—such as ear lacerations—render it outdated or unnecessarily cruel in an era prioritizing participant , particularly for . Educational resources from physical activity organizations have explicitly deemed the ear pull inappropriate for or recreational programs due to these safety implications, reflecting broader concerns about promoting non-violent alternatives. These debates intersect with efforts, where discontinuing the ear pull could be perceived as cultural erasure imposed by external norms, undermining Indigenous in preserving practices that resisted historical suppression. Despite such tensions, the game's inclusion in WEIO since the 1960s demonstrates a commitment to , ensuring its survival as a symbol of resilience without fully capitulating to criticism.
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