News Unfiltered

July 12, 2017

During the first summer after my college graduation, I was the campaign advance man outside of the Milwaukee and Madison areas for a candidate for the U.S. Senate from Wisconsin. A great job.

Sometime during that summer, I met the head of the campaign in a café. He was reading a newspaper as I arrived; and as I sat down at the table, I asked him what he was reading. I’ll always remember his response. He said, “I’m looking for what could go wrong today?”

It was the campaign manager’s job to think about worst-case scenarios and consider how the campaign might get taken off message by the news of the day.

I was young and impressionable, and I soon began to consume the daily news through the same filter.

It was not difficult to do so in the 1970s. The daily newspaper was printed and delivered to my door every day. Television had just three networks, and each provided brief news reports two or three times a day.

Today, what passes as news comes from hundreds or thousands or millions of sources and it is changing constantly, 24/7/365. Only a small portion of those sources is professionally operated with accountability for the substance and/or style of the so-called reporting.

Today it drives me nuts to consume news – that is, to really think about what I’m reading or hearing the way I did in the 1970s. Today, meaningful matters often get buried in trivia while the most inane and inaccurate stories and comments can go viral overnight.

I’ve always said you can get too much of a good thing – too much food; too much free time; and certainly, too much sports. And clearly, we have too much “news” about 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.