It is noticeable that the research report claims online games have become the main entertainment resource for young people; in addition , online games have the characteristics of real interaction with players ' high involvement and full of multi-fantasies, which are unique and much different with other existing media. Therefore, this research focuses on young people and online games, and tries to interpret the meaning of their interactions. The research finds that online games are the most important mechanism of shaping identity and the agent of socialization for players, which may help young people to develop their hyper identities. Most young people can clarify the virtual games and reality in cognitive level, but dissonance in attitude and behavior level; "self' is ambiguous and floating between virtual space and .real life.