< span > "poor students" are the main members of the young online game players, whose causes are attributed to the online games knowledgeably. Previous studies also regard the young players as objects attracted and passively reflected by online games, ignoring their initiative as actors to choose games automatically. From the perspective of emotion, through the investigation of "poor students" in rural areas, it is found that the lack of emotional field caused by their special socialized resume is the basic motivation that leads them to enter the game world automatically. Therefore, online games become the emotional replacement of schools and families in the growth process of "poor students". It provides a variety of emotional experience to help "poor students" resist exclusion and isolation 。