One hundred and fourteen university students were asked to rate the degree to which they would like to use books, pamphlets, websites, and browser games for smartphones as learning tools against malicious business practices, and to provide their impressions of these tools in a free response form. The results showed that browser games were given positive impressions such as ”interesting and fun,” which were not seen in other tools. However, the website was preferred over browser games in terms of preference. When negative evaluations of browser games were examined, concepts such as ”not credible,” ” scary,” ”doesn't seem interesting,” ”don't like the game itself,” ”too much trouble,” ”don't play games for learning,” and ”only play games and don't pay attention to learning” were recognized.
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