We proposed to test uses and gratifications theory (UGT) to explore the relationship between the motivation and satisfaction of Wii-Sports users, to construct user motivation for using sports motion-sensing simulated video games on real sports satisfaction, and to meet user expectations and demands. The population for this study consisted of visitors to the 2012 Taipei Game Show, in which data were collected using a spot-based survey. A total of 500 questionnaires were sent out. Of the returned 500 surveys, 448 were usable samples, indicating a valid response rate of 89.6%. Samples were analyzed using the one-sample t test and the paired t test. Our findings indicated that (a) the usage habits of Wii-Sports users do not have a significant effect on exercise and health, leisure and entertainment, and on social contact and friendship. However, their usage habits have a significant effect on exercise and mentality; (b) the exercise motivation of Wii-Sports users has no significant effect on leisure and entertainment, and on social contact and friendship; and (c) based on UGT, we found that users of Wii Sports expect to achieve their exercise and health requirements. However, satisfaction failed to satisfy this purpose. These results serve as a reference for the related industry to develop and launch new products. We also discuss implications and provide suggestions for future studies.