I'm not wholly convinced that it's actually a problem. Collectible card games pretty consistently beat out living card games in popularity. Needing to grind, collect, and sometimes pay more for the things you want increases your investment in the game. I hear a lot of criticism about how these things exploit our natural desires, but isn't that sort of the point of games in general? Isn't creating an addictively fun g…
Addictively fun, yes. That is, the addiction is supposed to come from the fun you're having. Contrast that with the games criticized in the article - they have some fun aspects as a cover, but they're optimized for pure addictiveness through psychological trickery - which, as the article notes, often involves making them less fun.
The difference in the relationship between the two types of games and the player can be compared to a difference between wanting to be with someone because you love their personality and enjoy being together, vs. wanting to be with them because they're your heroin dealer.