My issues with Casual Games are large, and thus would derail this thread. In short, though, let's just say a casual game is a particular kind of simple game that sucks out all of the fun of a real game and replaces it with ego-stroking, no-fail gameplay, and pay walls.
Anyhoo, confining my issues to just the issue of time.
Using a game to fill some time and having a game that is designed to fill time is an important distinction. As is the distinction between simple games and casual games. To illustrate, let us take two platformers, Superior Mario Brothers and Vector. Both of these games are simple and can be played well by little kids. Cool so far.
However, an issue arises in the difference in the way that each is designed. To really get into Super Mario Brothers, one must sit down for a bit and really play it. The way the levels flow into each other, the lives, the size, and everything is built such that one must actually play for awhile to have any meaningful progress. Not so with Vector. Vector is designed to be casual. There are no fail states. Each level is only a couple of minutes long. Progress after a level is finished is saved and permanent. There are very few jumps on any level. All of the jumps (except secrets) are clearly marked, and special jumps are all marked with an icon. So, not really great gameplay to begin with. It's a particular kind of simplicity that I like to call brain-dead simplicity, since it's so easy that you can almost complete the game even if you're in a coma.
But that's not the end of it. Then comes the casual gateways. Special moves are unlocked with in-game money. To "complete" a level and get lots of in-game money, you need to unlock all of the special moves for a level before playing, so that the move can be performed at the designated time to get the money drop. Otherwise, if the required move isn't unlocked, a normal move is done in its place and there is no extra money for it. As one gets further along in the game, the special moves require more and more in-game money to unlock, and then even later you begin to need to unlock more than one new move for each level. If you don't unlock the moves, then you can't get much in-game money for doing that level. Plus, special extra levels are unlocked with in-game money. And special character add-ons are also unlocked with in-game money.
Thus setting up the grind. A grind that can be alleviated by spending real money to gain in-game money. So, spending real money gives you instant access to the special moves to clear levels without playing the game, as well as special add-ons to make the game easier, and so on and so forth. That way, a casual can spend money to have instant - though unearned - progress*, and thus can casually complete the game without having to casually play the game. Or they can grind away doing the same levels over and over to get the in-game money the long way. Either way they choose to progress, though, they're just filling time with a game designed to barely need their attention at all. Vector is built not to be a game, but simply to fill time (and extract money). It's cotton candy entertainment, not a game.
Now, if that's the kind of thing you're into, I'm not going to stop you from playing Vector and enjoying your entertainment. But when the mentality that made Vector leaks out of its i-phone niche zone and into RPGs and other games, then you and I have got a problem.
*Okay, some of my other bias leaked in. Click to expand...