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:
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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.
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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.
It’s a Blizzard
March 18, 2015
Like the good people in Boston and other eastern cities and towns who couldn’t find anywhere to put all the snow they were getting this past winter, those in charge of school sports can’t find anywhere to put all the advice and expertise pouring down on us. We are well beyond the tipping point between too little and too much information regarding concussions.
In one stack before me are different descriptions of concussion signs and symptoms. I could go with a list as short as five symptoms or as long as 15.
In a second stack before me are different sideline detection solutions – tests that take 20 seconds to more than 20 minutes, some that require annual preliminary testing and others that do not.
In a third stack are a variety of return-to-play or return-to-learn protocols, ranging from a half-dozen steps to more than twice that number.