The reward loop works much better when it can be in your pocket and be accessed during moments of boredom/idleness. The lack of friction before getting pulled in is at least as much of a causative factor as the three issues the article highlights. Every little bit of friction diminishes its effectiveness.
One thing that's ironic with a lot of mainstream AAA gaming though, is that even though they aren't copying the revenue model the game design conventions still tend to focus on length of engagement and playtime. I'm sure there's a reason compelling it but I'm not sure what.