A thought came to mind recently of the term “One and Done”. Knowing that I had heard the term before but unsure of its actual meaning. I proceeded to look it up to find the following; One and Done is the rule effectively mandated that players spend at least one year in college. That High school players who would otherwise have jumped directly into the NBA were required instead to play in college for a year before leaving and entering the draft……….
Although there are many arguments either for or against the rule, I have chosen to delve in a bit deeper on this rule and blog on what most interests me. Of course, if you have an opposing view be sure to share it in the comment section but be kind about it.
Both my work and personal experience with young people leads me to believe that “One and Done” clearly allows time and space for necessary development. That development which has happened physically allows for maturation socially, emotionally, and in cognitive development.
Many would argue that physically these players/individuals already possess the skillset to play professionally and I do agree. However, with the inept ability to manage the social/emotional implications there’s increased risk of – crash and burn. Research shows that an 18 year-old makes far riskier/ impulsive decisions in an attempt to plan and reach a goal. More so than someone in their mid-20s. This is due in part to lack of experience, but primarily to an underdeveloped brain. The brain’s reward system tends to reach a high level of activation during puberty, then gradually drifts back to normal activation when a person reaches roughly the age of 25. This concept, we also see in the actions of the car insurance industry where higher premiums are charged for drivers under 25, who are believed to be immature and inexperience at operating a vehicle and prone to accidents.
I would also like to interject that sports and insurance are not the only relatable experiences here. Relationships, Careers, Finances, and Spirituality are also relevant. Because we don’t mature in all aspects of life on an even keel, it is common to see someone physically mature and emotionally bankrupt, or spiritually adequate and socially starved. How about in business, where managers are great at managing projects but inadequate at managing people? Somewhere there is a gap and a need for interventions that help bring qualitative balance.
What is even more interesting is that this rule is up for review and there is a likely chance that it will no longer apply come 2020. If that is the case and the rule does go away, my hope is that that all parties are proactive in developing a culture to lessen the impact of this (new) environment on these young but exemplary athletes. A culture ready and able to recognize potential problems and provide early interventions that can result in better outcomes.
I end by saying growth is inevitable but balanced growth is not. Although development is a continuous process, it is one that occurs in a series of qualitatively different steps. Therefore, there will always be a need for research, for studies, for subjects and samples to help us as humans to reach our true potential.
Gamification the symbolism of gaming on steroids has transcended the years and normality range of Sega Genesis, Atari, the Wii’s, Xbox and now PlayStation. Just when we thought we had arrived, here comes yet another level in the technology (business) corridor that thrusts the average individual into the social gaming craze. Gamification is the act of gaining points, badges and levels upon successful completion of real life challenges. With a goal to make the gaming experience a personal one, it seems the industry has accomplished its mission. Once an ideal competition between two or four close encountered individuals, the gamification plateau has opened us up to bigger and better challenges within a self-manipulated virtual world.
As Gamification affects the individual, it too affects the family. For generations the family as a vital institution within society provided not only early stage nourishment but was the ultimate source of socialization. Today, that is not so as the gaming industry has grown bigger and more advanced. As a matter of fact, it no longer accentuates family time but has evolved to take the place of what once was quality time. In many ways it has become a babysitter for the all too busy parent, and the crutch for a fast paced society that (in my opinion) no longer promotes outdoor play for children. If we teach the family to exist within the virtual world, to spend more and more time in that virtual reality it makes it harder and harder (especially on our children’s impressionable minds) to distinguish what is real and what is not. What is the future of the family nucleus and can we win back the quality time we once knew?
Stamford, Conn.-based research firm Gartner Inc. predicted that by 2014, “an estimated 70 percent of the top 2,000 public companies in the world will have at least one gamified application. This strategy which has already began amongst such industry giants as Verizon and Samsung. The goal is to focus on creating such a highly personal experience for the customer while too building a community. The customers seem not to realize that they have not only given over their loyalty but have evolved into brand specific groupies. Not that this isn’t good for the businesses or for the entrepreneur who learn to use such tactics. It is evident those who provide excellent customer service with a little over the top adage are the ones who thrive in the business.
While gamification is trending less as a leisurely activity and more as the norm, it should not become the way of life. The way of life is reality, not what is built simply around our virtual imaginations, and deceitful optimism. Why? Because it is simply not real, we do not live in a game as some would suggest. We exist in a real world where real life happens and real decisions have to be made. Life is the existence of what we experience and how we handle that experience. To many simply put REAL Life happens.