Video game is one of the most popular leisure activities for young adults in recent years. In recent years, there are plenty of news or media reports the negative influence of video games, however, it is seldom that the study have to explore in video game producing the positive effects in leisure benefits. Thus, this study is to analyze the leisure effectiveness in participation in this popular arising type of leisure activity and certain college students are taken as the objects of this study to analyze the leisure effectiveness content produced when participate in video games. In this study the stratified random sampling method was used with a total of 1,146 valid questionnaires was collected and the multiple regression analysis, one-way ANOVA and t-test were further used to validate. The results showed: participant’s background in school, accommodation and gender of participants all showed significant difference in leisure involvement; participant’s characteristics in length of playing game, expenses of game playing and if join the game club also showed significant difference in leisure involvement. The motivation of video game playing effects the level of leisure involvement, in which the “sociability” has the most significant effect therefore it explains that the video game has social effects to participants. The leisure involvement showed significant difference in leisure effectiveness, in which the “self-expression” is the most significant; the level of leisure involvement and gaming addiction showed significant difference to each other, in which “Centrality” is the most significant, it indicates that video game is part of life and is easy to addict to it. The effectiveness of video game addiction has a significant impact to leisure effectiveness, in which the “Salience” has the most influence from that we learn that whoever play the video game almost everyday has the higher level of addiction, therefore, the leisure effectiveness become negative. Besides, the characteristic of level of involvement of “Conflict” in addiction is negative. In our study we assume that if we could reduce the negative confliction in video game then the leisure benefits will become positive.