Better Late Than Never

November 8, 2013

In a matter of minutes online or a matter of an hour in a bookstore, we can locate dozens of magazine articles and full-length books that describe either the blessings or burdens of all the technology that is now at our fingertips at home, at work and in play.

Every problem we have (and many we had no idea we have) seems to have a technology solution. And, it seems every solution creates new problems: from invasions of personal privacies to compromised security of children, companies and countries. And sometimes the technology breaks down altogether.

The latest and largest failure is the government’s inability to deliver on its promised online health care marketplace. Before that, we’ve seen “glitches” close down Wall Street’s NASDAQ exchange. Technology troubles recently crippled the reservation systems of 11 airlines simultaneously. Even Internet “expert” Facebook mishandled the technology for its own initial public offering.

So it has surprised few of us that the launch of ArbiterGame to solve the scheduling issues of MHSAA member schools has had many of its own issues. But we are certain of this: ArbiterGame will be successful in providing member schools the safest, most efficient and reliable electronic athletic department management system that is available, and the least expensive, anywhere.

As we began this journey in the second half of 2011 in response to a crescendo of complaints from administrators about the then-available scheduling software, we anticipated the effort to complete the project could take twice as long and cost twice as much as projected and, even if that pessimistic prediction would turn out to be true, the result would still be worth it. It is taking twice as long, and it will be worth the work and wait.

The value will be in the low cost and high convenience for school administrators, and a platform – MHSAA.com – that presents the data in an environment that promotes the highest ideals of school sports.

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.