The problem of managing emotionally impaired in some people who begin a game can occur at any age, even the students at university level the impact of the games is behavioral and mental conditions. The game will be at risk and a severe aggressive behavior by mimicking their game coming from real life. Starting from the thoughts and emotions are intense till the show finally comes out. A player who acts violently and was awarded the gradient or the ability to grow. The games reinforce the players. In particular, this case will show some students Mae Fah Luang University, Who begin to gaming addiction and the problems that many people neglect to solve and difficult to grasp, that is, psychological issues (the subject of emotional expression) of those who begin the game. Those who start the game, some people do not know that there is a problem will occur with itself. The goal of this research is to find a way to solve the problem. In the emotional management of gamers who are students in Mae Fah Luang University. First reason the game will be at a violent risk, aggressive behavior starting from the thoughts and emotions are intense till the act comes finally out, such as anger behavior caused by the player during playing the game. While playing games, the gamer have bad mood and begin to be angry because they missed the games unlike they planned in their mind. The second reason they could not control their mood after they defeated. They were angry after the game was finished. Some games were very sad after they lost the game. The last of all is the problem which is largely a problem of management psychology sides gamers and how to solve the problem and if can help very well is to talk to the second person who may be a friend or relative.