The purpose of this study was to investigate the effects of non-native computer games on students’ identities with respect to national, religious, family, gender and personal components. It was a descriptive-survey research. The statistical population consisted of both male and female of 29757 middle school students from Mazandaran, among which 487 subjects were selected based on Cochran formula using multi-stage cluster sampling method. Library and field methods were used to collect research data as well as researcher-made questionnaire tool. The face and content-related validity of the questionnaire was verified by experts. One sample t test, binominal test, independent t test and one-way variance analysis (ANOVA) were used to analyze the data. Accordingly, the reliability of Chronbach's Alpha coefficient was 0.91. The results indicated that the computer games have significant influence on national, religious, family and gender identities of students. It had no effect on personal identity. There was a significant difference between males and females in religious, family, gender and personal identity variables. Male students were more affected than females. However, the grade and the field of study showed no meaningful difference between them. In general, the results indicated that frequent, improper use of non-native computer games has a debilitating effect on middle school students’ identity.