In the context of the dictionary, masculinity is defined as “having qualities traditionally ascribed to men” (Collins, n.d.). The problem with that definition is that in the 21st century, citizens currently have a different perception as to what it means to be a man. Stereotypically, masculinity are the traits of a man, or someone who identifies as a man, is expected to have; such as: the lack of emotion, aggressiveness, and a protective quality. This man is also required to do the three p’s of manhood: to protect, procreate, and provide (Core of Masculinity, 2014). The dilemma with this standard is that if a man does not possess all of these traits equally he may appear weak or even feminine. If society expects …show more content…
Many studies have been conducted to try to link the violence in the games to the violence and aggression players have in real life. There are those who claim that there is a connection and those who deny it, but both do have solid evidence to prove their beliefs. Those who believe that there is a connection have a long list that start off with a conclusion derived by a famous association. This association, the American Psychological Association, APA, states that video game playing can, “lead to aggressive, emotionally stunted males who harm not just themselves but their children, partners and entire communities.” However, they have later stated that even thought the above is true, there is not enough evidence to connect video games to any criminal activity. These games might influence how young boys act, but not to the point that their lives would be destroyed. It is proven that those who play often can have less sensitivity towards aggression and possess more aggressive thoughts and behavior (Sifferlin, 2015). Many also believe that video games are a risk factor, but not the only reason for this negative behavior and reaction. The incorporation of video games into the lives of young boys gives them a sense of false manhood; therefore, shaping their lives as they would while playing a video game. One example of video games controlling the outcome of life or death for elementary students is the case of Adam Lanza, the Sandy Hook Elementary shooter. Lanza was well known at a local theater for playing their arcade video games often from opening to closing time (Toppo, 2014). His addiction was a risk factor in his choices, but not the sole reason for his choices. Those who claimed that video games have no connection with violence, back their claims based off the concept that no single factor can drive this behavior (Sifferlin, 2015). It can be other life factors, such as the constant