Mobile game is considered as one of the emerging mobile services in recent years. A number of mobile game companies have been established and on-line game providers have also attempted to enter the mobile game market. Mobile game market value is increasing remarkably and the number of players is rapidly growing. Nevertheless, usage rate of mobile game is under expectation in Korea. The reasons are supposed to be resource limitation of adequate mobile devices and high network usage fee. MIC (Ministry of Information and Communication in Korea) will allow telecommunication service providers to utilize 2.3-GHz frequency to the public. HPi is expected to resolve price burden of mobile game. More specifically, mobile game service providers would be able to make network-based mobile game without concerning about network usage fee. This study extends Technology Acceptance Model (TAM) to mobile game under HPi environment. We examined perceived usefulness, perceived ease of use, flow experience...