I think there are two main factors that are different (not necessarily in order):
* companies can much more easily weaponize their services and tailor them to get individuals addicted, than individual video games ever could. And the feedback loop happens much faster.
* it was easier to moderate video games, because they had a single purpose: entertainment. since you can be in a device for any number of reasons: gaming, studying, catching up, reading,... and _everyone_ is on their devices _all the time_ (both kids and parents), it's much harder to establish good boundaries.
* companies can much more easily weaponize their services and tailor them to get individuals addicted, than individual video games ever could. And the feedback loop happens much faster.
* it was easier to moderate video games, because they had a single purpose: entertainment. since you can be in a device for any number of reasons: gaming, studying, catching up, reading,... and _everyone_ is on their devices _all the time_ (both kids and parents), it's much harder to establish good boundaries.