I think it’s iffier with FarmVille, doesn’t that belong to that class of games that are designed to be timesucks and not because you really enjoy it all that much (compared to other games, at least, although I’m sure they have some level of appeal), but because it plays on certain behavioral tendencies to make you come back for more? Intermittent Reinforcement, Reciprocal Gift-Giving, Social Pressure, etc.
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