Hard Copy

January 31, 2017

It's probably a sign of my age and stage in life, but I cannot get in any habit of consuming information by podcasts. If I want to absorb facts, figures and ideas that I can retain for later use, I have to receive that information in writing and be free to highlight phrases and make notes in the margins of that document.

I'm so committed to or conditioned by this process that I even need to print online articles so I can take my pen to the text to help me embrace the author's message or mold it into mine. I remain an ardent advocate for the medium of printed words.

I'm apt to remember portions of long-form printed pieces much longer than texts and tweets; and if a printed piece is very good, or at least speaks to me, I develop a relationship with it through my underlining and notes, and it stays with me longer than audio and even video media.

My preferences are demonstrated in the continuing commitment the Michigan High School Athletic Association has made to providing printed souvenir programs at the finals for most of its postseason tournaments as well as to a glossy, issues-oriented magazine (benchmarks) and hard-copy printed curriculum for our in-person coaches education program (CAP) when many of its counterpart organizations across the US have moved to electronic alternatives for these services.

I'm all for reducing the use and waste of paper for environmental reasons; but for educational purposes, print on paper still has a place in the modern world of communications clutter. Perhaps a never more important place.

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.