The purpose of this study is to examine the differences in needs for engaging in online games, self-efficacy, academic performance, and peer relations among junior high school age students with different amount of online games usage. Six hundred and forty-eight students answered questions about the amount of time spent on online games, the needs for engaging in online games, and self-efficacy about school learning, peer relations, and online games. Each student's index of social status was computed and grade was obtained form the school. The results found that the more excessive online game users scored higher on the need for self-esteem and social involvement, hand higher online-game self-efficacy, and had better interpersonal relationship in online games than the less excessive users. Also, the more excessive users had lower academic performance than the less excessive users, but the two groups did not differ in academic self-efficacy and interpersonal relationship self-efficacy nor in peer relations.