This research attempts to explore college students’ behaviors, attitudes and perceptions when they participate in playing on-line games. We adopt cluster sampling and collect 118 valid samples from Taiwan Hospitality and Tourism College for applying statistical analysis and hypothesis testing. The theoretical framework consists of four critical factors: players’ motivations, symptoms of internet addiction, reasons for interrupting playing, and demands to software suppliers. Three empirical implications are discovered. First, the reasons and symptoms make students addicted to on-line games are sequentially ‘easing off pressures’, ‘feeling anxious when they disconnecting from on-line games’, and ‘still playing games even it’s the time to do school assignments’. Furthermore, the students’ motivations to play on-line games are orderly for getting amused and killing time, and enjoying the pleasant sensation of competition. The demands to software suppliers are good quality manuals, operational functions of game software, and obtaining regular information and services.