Adversity
January 25, 2012
It’s been said that adversity causes some people to break and others to break records.
Author Keith McFarland spent seven years studying the performance of 7,000 companies, after which he made this pronouncement: “The top performers had one thing in common. Each went through a period of pronounced difficulty – often serious enough to threaten the firm’s existence.”
McFarland continued in The Breakthrough Company: “Great companies, I discovered, arise not from the absence of difficulty but from its vortex,” its whirly mass.
The key during tough times, according to McFarland, is not to focus on survival, but instead to ask fundamental questions, to face facts that might have gone overlooked in more prosperous times, and to identify and integrate the new knowledge and insights that adversity can bring.
Schools and school sports, today in the vortex of adversity, may actually do more than merely survive our present difficulties if we too examine obstacles and opportunities previously overlooked, and then make positive use of the lessons that sometimes only adversity can bring.
A Scottish author of the 19th century with the optimistic name Samuel Smiles wrote: “The very greatest things – great thoughts, discoveries, inventions – have usually been nurtured in hardship, often pondered over in sorrow, and at length established with difficulty.”
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.