One is multiple parallel goals. Makes it hard to stop playing, since there’s always something you just want to finish or do “quickly”.
Say you want to build a house. Chop some trees, make some walls. Oh, need glass for windows. Shovel some sand, make more furnaces, dig a room to put them in - oh, there’s a cave with shiny stuff! Quickly explore a bit. Misstep, fall, zombies, dead. You had not placed a bed yet, so gotta run. Night falls. Dodge spiders and skeletons. Trouble finding new house. There it is! Venture into the cave again to recover your lost equipment. As you come up, a creeper awaitsssss you …
Another mechanism is luck. The world is procedurally generated, and you can craft and create almost anything anywhere. Except for a few things, like spawners. I once was lucky to have two skeleton spawners right next to each other, not far from the surface. In total, I probably spent hours in later worlds to find a similar thing.
The social aspect can also support that you play the game longer or more than you actually would like. Do I lose my “friends” when I stop playing their game?
I don’t think Minecraft does these things in any way maliciously, it’s just a great game. But nevertheless, it has a couple of mechanics which can make it addictive and problematic.
Because religion evolved to thrive in us.
It’s like a parasite, and our mind is the host. It competes with other mind-parasites like other religions, or even scientific ideas. They compete for explanatory niches, for feeling relevant and important, and maybe most of all for attention.
Religions evolved traits which support their survival. Because all the other variants which didn’t have these beneficial traits went extinct.
Like religions who have the idea of being super-important, and that it’s necessary to spread your belief to others, are ‘somehow’ more spread out than religions who don’t convey that need.
This thread is a nice collection of traits and techniques which religions have collected to support their survival.
This perspective is based on what Dawkins called memetics. It’s funny that this idea is reciprocally just another mind-parasite, which attempted to replicate in this comment.