China novel coronavirus pneumonia epidemic prevention and control has achieved results, and our online game industry is also stepping forward. The current modern college students, after meeting the basic material needs, begin to pursue spiritual enjoyment. Contemporary college students are the main force of Internet users in China. Due to the social behavior of contemporary college students in online games, player interaction has almost become an important way of social communication. In order to have a wide range of intimate social behaviors and improve their position in other people's hearts, compare krypton gold and consume ahead of time. In order to solve this problem, this study will take social interaction as the independent variable, krypton behavior as the dependent variable, self-identity as the intermediary variable and perceived value as the regulatory variable to study the impact of College Students' social interaction behavior in online games on purchasing behavior in games.