Earlier quoted context omitted.
I'm with you on this and I think the problem really got started when Zynga began actively optimizing to monetize underlying addiction in its core users years ago. The real solution here is that we need legislation for "casual" games that puts addictive games into the same bucket as gambling, but doing that is going to be really difficult (how do you even legally define bad addicting gameplay?).
More legislation? While I agree that many of these games are fundamentally indistinguishable from gambling, gambling laws themselves are a complete overreach by the state. In general, when it comes to regulation, the role of the government should be to interfere at negative third-party externalities. When individuals are impacted by things they didn't consent to or take part in, there is a case for the protection of…
My current point of view is that once a problem becomes large-scale and systemic, to the point you can actually model it at population-scale, it needs top-down attention and top-down solutions. That usually means regulation - either new, modified, or existing but better enforced. In other words, once something grows to the point it wouldn't be out of place on a SimCity/Civilizations-style game dashboard, it needs SimCity/Civilization-style solutions. In yet different words, there ain't such thing as free will and informed consent if I can reliably predict that a population under influence X will have Y% incidence of $bad-thing.
See also: vaccines, smoking, air pollution, climate change, overfishing, and countless other things where people left to their own devices and their own local, small-scale perspective reliably and fully predictably end up doing stupid things.