Most couldn’t last longer than a minute. [fact]
But there were big differences between the new games and other things we have discussed that get us to pay attention, whether it be listening to Amos ’n’ Andy, watching a sitcom, or reading email. For one, the business model: it was cash for an experience, rather like seeing a play or reading a book. The attention merchant model would not be contemplated until much later. Second, playing a game like Space Invaders was, as we’ve said, challenging—to the point of utter frustration. Most couldn’t last longer than a minute. The games, at this stage at least, aimed for something completely different. The early players of Space Invaders were captured not by the dazzling graphics and sounds of today’s narrative-based games, but by the urge to match their skills against the machine in the hope of finding, if only for a moment, that perfect balance between their abilities and the ghosts or space monsters chasing them. In this way, you might say they effected another form of operant conditioning.
Tim Wu, The Attention Merchants, loc. 683