The purpose of this study is to develop a multidimensional measure of consumer-based leisure constraint for online game play and to assess its psychometric properties. An empirical model of player constraint in online games provides the foundation to understanding and assessing how players differ from one another (such as high gamers/low gamers and high gamers/non-gamers) and how constraints on play relate to frequency of use. In the current study, an exploratory factor analysis was used to extract the common factors, and confirmatory factor analysis was used to create an empirical model of players' perception of constraint and to reveal its underlying structure. The analysis revealed six dimensions of constraint. The relationship between perception of constraint and frequency of use is also presented.