Abstract
In present-day Japan, video games have become a popular amusement media. Thus far, video game research has focused on the effects of videogames, but video games are a form of media which make the user become actively involved in the game. Therefore, more than is the case for other media, research needs to be done from the user’s perspective. This paper makes use of “Uses and Gratifications Research”. As a result, seven factors appeared. They are fantasy, recognition, preference, achievement, friend, study and diversion. In addition, it became clear that the stronger the six motives apart from “diversion” become, the higher is a person’s devotion to video games.