The person-artifact-task (PAT) model conceptualizes the major components for a computer-related activity. According to the PAT model, the process of gameplay can trigger a range of emotional responses including learners' behaviours and learning outcomes. In this study, a Chinese synonym and anonym game designed for Chinese learning. Learners need to use their smartphone or tablet to play the Running Chinese Zodiac App by moving the device left and right to select the correct answer. Participants of this study were 149 9th graders of junior high school. After playing the App, participants have to fulfil the questionnaire which includes internet cognitive failure, flow experience, and cognitive anxiety scales. According to confirmatory analysis, the result shows that internet cognitive failure was positively correlated to cognitive anxiety, but negatively correlated to flow experience. Cognitive anxiety was also negatively correlated to flow experience, and learning outcomes. Besides, flow experience was positively correlated to learning outcomes. The result shows that it is effective to train the learners who have lower internet cognitive failure by using this kind of App game for language learning.