“…However, the actions of some video game companies do at least seem to draw parallels with corporate actions in other, more established addictive areas. For example, the alcohol (Petticrew et al, 2016), gambling (Newall et al, 2020), and tobacco industries (Hiilamo et al, 2012) have all taken various actions which likely reduce the effectiveness of their product warnings. The actions of most video game companies in this study appear to be more consistent with ideas of 'sludge' (Sunstein, 2020;Thaler, 2018) or 'dark nudges' (Newall et al, 2020;Petticrew et al, 2020) which inhibit consumer choice, than with the traditional conceptualisation of 'nudge' (Thaler and Sunstein, 2008) which improve consumer choice.…”