Today’s adolescents rely heavily on technology for communication, learning, and entertainment, with gaming being a prevalent sedentary activity. Sedentary behaviours encompass activities performed while lying, sitting, or reclining, necessitating low energy expenditure. Among adolescents, a commonly observed behaviour is eating while engaged in computer games. This study investigated the relationship between adolescent game addiction factors and their effects on food purchase intentions. Using a quantitative research approach, the study surveyed 612 adolescents in Jakarta and surrounding areas, primarily students aged 20 years and above, who exhibited a strong inclination towards daily gaming. There were significant connections between sedentary behavior, gender, and spending and increased food consumption. Food consumption during gaming sessions, particularly among those gaming for more than three hours daily, is strongly linked to increased food expenditure. This study contributes to the understanding of the
relationship between gaming addiction and food consumption among adolescents, shedding light on the potential health risks associated with sedentary behaviors and excessive gaming. This study emphasizes the need for a multipronged approach involving health professionals, food service providers, and policymakers to address the challenges and opportunities presented by the growing gaming culture. This study utilizes primary data from youths residing in the Jabodetabek area, which may require further investigation in other economic hubs.