The problem is that if you start looking at things that way, every game fits into the same category. Super Meat Boy is _all_ about skinner-box conditioning of reflexes and observation. Yes, it's tremendously satisfying when you finish a new level by pulling off moves you'd never have though possible, but what you're experiencing there is the result of operant conditioning on muscle memory.
Thing is, skinner boxes provide something that we need. Here's a quite from David Wong of Cracked that sums it up:
"As shocking as this sounds, a whole lot of the "guy who failed all of his classes because he was playing WoW all the time" horror stories are really just about a dude who simply didn't like his classes very much. This was never some dystopian mind control scheme by Blizzard. The games just filled a void. Why do so many of us have that void? Because according to everything expert Malcolm Gladwell, to be satisfied with your job you need three things, and I bet most of you don't even have two of them: Autonomy (that is, you have some say in what you do day to day); complexity (so it's not mind-numbing repetition);and connection Between Effort and Reward (i.e. you actually see the awesome results of your hard work).
Most people, particularly in the young gamer demographics, don't have this in their jobs or in any aspect of their everyday lives. But the most addictive video games are specifically geared to give us all three... or at least the illusion of all three.
[...]
The terrible truth is that a whole lot of us begged for a Skinner Box we could crawl into, because the real world's system of rewards is so much more slow and cruel than we expected it to be."
Part of the problem is that economics has reached the point where going for top jobs actually involves irrational behaviour. Tim Harford wrote in The Undercover Economist that the incredibly high wages in top jobs are not just to reward the people in the jobs, but to incentivize others into working to try and get them. The idea is that if I offer you $100 for a job or $200 if you work hard, you'll probably work hard, because the reward is right there. If I offer you $100 for a job or, if you work hard, a 1% chance of getting $200 , you won't work hard. But if I offer you $100 for a job or, if you work hard, a 1% chance of getting $1bn, your brain will tell you to work hard because the reward is so high that any slender chance is a good thing. Problem is, 99% of the time, you don't get the reward no matter how big it is, so that decision making process turns out to be an irrational cognitive bias.
And that process has trickled down over time and become embedded in our collective psyche. Why were computer games seen as so dorky in the 80's? Because it was really easy to believe that there was a better alternative. Now, society has started to realize that it is being sold a pup. Yes, I could spend that time learning guitar, or learning to draw, or learning another language. But I know that the vast majority of musicians, artists, and translators are unemployed or sporadically employed or even working for free. Furthermore, most people in those fields will tell you that if you don't enjoy just the process of playing guitar (or whatever), there's no way you'll do it often enough to get really good. So why shouldn't I just do what I enjoy instead?
Don't look at the games. Look at the society.