Social network online games (SNOGs) make players have a positive usage status (such as: entertainment, and enjoyment). Yet, it may also produce a negative usage status (such as: technostress). Users who are new to social network online games are termed novice gamers. Based on the theory of Technological-Personal-Environmental (TPE), this research proposes a framework to explain the adoption of social network online games from the novice players’ perspective, and conducts qualitative in-depth interviews with them to define the key factors for the continuous usage intention on social network online games. This research plans to use online questionnaires and structural equation modeling (SEM) to verify models and hypotheses in order to obtain antecedents of the continuous usage intention for novice players in social network online games and related impact.