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Data about analog and digital play behaviors were collected. Results show that there are significant gender differences in types of play, attitudes towards play, and technological self-efficacy in the study population. Those who play with digital technology feel more empowered in relation to digital technology than those who do not. Encouraging digital gameplay in females might increase self-efficacy towards technology and help address the current deficit of females in technology-related fields.
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Stored only when both papers are in the corpus — 16 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.