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Abstract: Most research on electronic play has focused on its possible negative effects for children and adolescents, and contextual factors such as socioeconomic status (SES) and culture are rarely considered. This article considers the potential benefits of electronic play from a psychological perspective, as well as individual and contextual factors that may shape the influence of electronic play for children and adolescents. Demographics of players and the games themselves are presented, and recommendations for research and policy are discussed.
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Stored only when both papers are in the corpus — 64 citations exist upstream.
Papers that cite the same references — the relational fallback while embeddings are still backfilling.
Imported from OpenAlex (CC0) — nothing here is generated.