A Game Changer

July 9, 2012

In the year 2000, fewer than 300,000 books were published in the United States.  In 2010, more than a million were published.

This means that electronic media didn’t kill the book publishing industry, as some experts predicted.  Quite the opposite.  But electronic media surely changed the industry in several major ways, including:

  • It democricized the industry – made it cheaper and easier for almost all of us to publish whatever we want, whenever we want, even if only our family and closest friends might read it.
  • It dumbed down the industry.  With almost everybody able to produce almost anything, the average quality of published works has plummeted.

The importance of these book industry statistics to us is that they point to what can and does happen in other aspects of life, including school sports.  They provide evidence that sometimes what we think might crush us, only changes us.  Causes us to do things differently – cheaper, faster or better and, sometimes, all three at once.

Some of us in school sports may, sometimes, curse electronic media; but many of the changes they have brought us are positive.  Like officials registering online, receiving game assignments online and filing reports online.  Like schools rating officials online; and online rules meetings for coaches and officials.  Like schools scheduling games online, and spectators submitting scores online.  Like the ArbiterGame scheduling program the MHSAA is now providing all its member high schools free of charge.

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.