I don't get how exactly this is measured though. For many app projects, keeping the user in the app is obviously one of the most important metrics, especially for free apps (hence more ads to show and more money to make). Many UX patterns are fine tuned to keep people in more, which is perfectly understandable as the primary goal is to keep the user in. Now, who defines "addictive" using which aspect? And even if it…
Considering the fact that obesity rates continue to climb despite approximately everyone knowing that eating too much sugar is bad for them at some point you need to acknowledge that a systemic problem requires a systemic solution. Education is great, but seems insufficient when pitted against companies actively trying to ensnare and addict the populace. We decided that the harms done by cigarettes and drug addiction…
That's not really the case. For many people, if they know that too much sugar is bad for them, they think of sugar as in white sugar they add to the coffee or in terms of candybars, when instead they should think about carbohydrates as a whole. Replacing soft drinks with orange/apple juice many people would consider a healthy choice, but in the end you're still trading sugary water for sugary water (unlike eating whole fruit which has fiber and other elements to balance out the fructose). Then you get into potatoes, pasta, rice and bread which don't help when trying to lose or maintain weight.
Ask around amongst your friends and family. Tell them that you're trying a low fat diet. They will congratulate you on your life choices. Tell them you're trying a low carb diet. They will tell you you're killing yourself and you should stop because body needs energy to survive. Most "diet" products replace fats with carbs, which may even be a net negative in some cases when trying to diet.