Abstract
The purpose of this study was to understand structurally how the relationship between the motivation for gaming and well-being varies by the duration of game playing time. A survey was conducted on 256 second-year students at a private university undergraduate school of information science. Simultaneous multi-population analysis of the relationship between each factor of “game uses and gratifications” and subjective well-being by the player was conducted. It was found that lite(casual) and heavy gamers differed in the factors of game uses and gratifications related to their subjective well-being.