Video game addiction is one of the mental health problems due to the uncontrolled activities in accessing video game platforms. This study aimed to identify the tendencies of video game addiction among Senior High School students based on the aspects of Regulatory Focus Theory and interpersonal competence. It implemented a quantitative descriptive model with a 2×2 factorial design. A total of 1046 students participated in the survey. The findings revealed the increasing video game addiction cases among the students during the COVID-19 pandemic. The students with a high promotion focus and a high interpersonal competence as well as those with a low prevention focus and a low interpersonal competence tended to experience video game addiction.