Monkey Business

July 23, 2013

During the summer weeks, "From the Director" will bring to you some of our favorite entries from previous years. Today's blog first appeared Aug. 24, 2012.

I hesitate to assert that my wife and I are hikers, but we certainly are avid walkers. Walking is a routine of our daily life; and it’s a highlight when we travel. Walking is the means by which we absorb the sights, sounds and smells of each locale, while faster modes of tourism pass us by.

One of my wife’s delights as we travel is to discover monkeys in the wild; so sometimes monkey sighting has been the goal of walks, for example, in Costa Rica and Panama. This has made us familiar with howler monkeys; and I’m sorry to say, it’s caused me to see parallels between howler monkeys and modern media.

The growls of the howler monkeys send messages through the treetops. One howler begins, and others forward the message for miles. I’ve been told by locals (I’m no expert) that the monkey culture doesn’t reward creativity and that there’s an expectation that the message at the end of the line is the same as it began.

Sort of like forwarding an email, photo or video; or sharing a posting on Facebook. Or like the wire services’ distribution of news through traditional media. It’s rare that anyone vets the information; and retractions or corrections are even rarer.

I read in Barbara Kingsolver’s novel The Lacuna that the most important thing about a story, and about a person, is what you don’t know, which gets to the heart of the weakness of much of modern media. Yes, because of the volume of information in today’s 24/7/365 “news” cycle with thousands of channels and the universal access to reporting news through social media, we’re likely to get most of the facts, eventually; but the salient and true facts are likely to be lost in the rush and the clutter.

Set at a time before television, Kingsolver’s protagonist in The Lacuna writes in 1946: “The newsmen leap on anything . . . The radio is the root of the evil, their rule is: No silence, ever. When anything happens, the commentator has to speak without a moment’s pause for gathering wisdom. Falsehood and inanity are preferable to silence. You can’t imagine the effect of this. The talkers are rising above the thinkers.”

However real that observation would have been then, it’s clear today that cable television, talk radio and the Internet have raised the talking-without-thinking effect to heights that would have been unimaginable in the 1940s.

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.