The current study explored the views of leisure effect, life stress, and Leisure Involvement, the Status and difference from attending the game. The sample was selected using convenience sampling. The researches we focus on the player of League of Legends, the total of 600 questionnaires were distributed and 588 valid questionnaires were returned with a response rate of 98%. Furthermore, enhance to analysis by using descriptive statistics, Independent-Samples t Test, One way ANOVA. The result shows that the male players are the majority, almost are college student between 19 to 22 years old. They almost play one time a day and keeping 2 to 3 years. They also spent 300 dollar per month to the game. Different from the variable of the population, the effect of leisure, life stress, and leisure involvement have the significant difference.