People are too quick to say "causation/correlation" but often times there is overlap. One can encourage the other.
1. more games being produced because the industry is larger and the barrier of entry was reduced
2. more and easier ways to access them: free-to-play models, relatively stable $60 top-end price even after 2 decades of inflation
3. more socially acceptable and includes more than the nerdy kids from ~20 years ago. You could get bullied for playing EverQuest when I was a kid.
4. streaming platforms complements it and probably encourages playing games more often
5. more "addiction innovation" through game mechanics
6. maybe a long shot, but both parents often working now means less time spent with kids
Because we have tons of companies peddling and researching how to create addictive games, without much regulation. Several of them even hide gambling (lootboxes) within games.
I played Hearthstone quite a bit in the past. The loading screen is literally the screen of a slot machine!
Something else is going on. There is a positive feedback loop of some kind, and it seems apparent if you follow the money.