The purpose of the present study is to examine how problematic online game use would influence on students\' life satisfaction through academic self-efficacy and relatedness. The present stud verifies the structural equation model hypothesizing that parent-child positive relationship and the onset of online game influence problematic online game use, and it influences students\' academic self-efficacy, relatedness and life satisfacion. Partispants consist of 1,258 6th grade students in Korea. The results showed that problematic online
game use indicated negative impact on academic self-efficacy and relatedness. The influence of relatedness on students\' life satisfaction was stronger than direct influence of problematic online game use. Parent-child positive relationship and the onset of online game use significantly influecned problematic online game use. Although the problematic online game use, onset of online game use and relatedness indicated gender differneces, the structuralequation modeling including these variables, did not show gender differences. These resutls verify the negative outcome of problematic online game use, and help to develop the possible prevention and cure programs.