Technology develops and increases rapindly. It becomes a buzz in society, especially among teenagers. Online game is one of the technology that rapidly growing and increasing in demand. This study analyzes six variables: the trust in online game's websites, online game's satisfaction, the enjoyment in playing online games, subjective norms, attitudes toward and intention playing online games. The samples were taken from 196 peoples in various regions cafe in Jakarta. Various factors can be affected in the intention of a person in playing online game. The analysis showed that satisfaction of online game does not affect a person in playing the game