KG Erwin, while I didn't see your first post, gaming addiction is very real and a very big problem. Not in this field of gaming, but mostly in the MMORPG genre. And, unlike Wargaming, these do cost monthly money and take far more time than your typical round of Korsun Pocket, TOAW or even WitP.
I once saw a "special" report (perhaps on, gasp, Oprah) about a guy who was so addicted to WoW that he went home to "rest" while his wife was in labor and missed his child's birth while playing the game! There are others who lose jobs, friends, spouses, and even their lives due to constant MMORPG. In Korean (where MMORPG are approached like a job) there have been a handful of people who have died because they sat constantly in all-night internet cafes with very little time for stretching, bathroom, or eating (probably died from a mix of exhaustion and from blood clots that can form from a excessive amount of certain types of sitting, tends to happen only to certain people who have a rare condition on airplanes). A while back a man's family sued one of the MMORPG games (fruitlessly) blaming the fact that he became a shut-in and committed suicide over an in-game disappointment on the MMORPG's style.
To be fair, MMORPG are set up, to use the techinical psychological term, as a "variable ratio positive reinforcement schedule." What this means is that the "player" can expect a positive outcome from their actions, but they do not know the schedule or the magnitude of the outcome. Sometimes the magnitude is small (a few gold), sometimes it is huge (an ultra rare item), but most of the time it is nothing or just a "maintainance" outcome. This is EXACTLY like a slot machine, one of the most addictive forms of gambling. The psychology behind this is that the subject, who recieved at least one moderately large positive outcome early on, will keep coming back for the chance to get a larger and even more impressive outcome. Every positive "hit" will further reinforce, and because the schedule is unpredictable, the reinforcement sticks longer and is much stronger.
I don't see wargames as being like this though. For the most part, positive reinforcement is relatively predictable and understandable. Sure, dice rolls and suprise moves can effect things, but the player has some much control over the outcome, due to planning and proper understanding of the game's "rule set" that you can tell if a move was going to net positive results often before you make it. You can get engrossed, and if you play PBEM then you are actually socializing which is a GOOD thing mentally speaking, but I doubt many people develop gambling style addictions to wargaming.
Buying games, well, that's another matter. And it really doesn't matter if it is a game or a car, compulsive spending rarely has anything to do with the object being bought.
"Neca eos omnes. Deus suos agnoscet!"
(Kill them all. God will know his own.)
-- Arnaud-Armaury, the Albigensian Crusade