Not so the user of the game. No pauses or daydreams compromise the intensity of his thinking. I am not talking here about action games. My arguement does not require that all good games be frantic exercises in sub-cerebellar function. What I am talking about here is not the velocity of interaction but its intensity.
Action games move tiny amounts of information through the interaction circuit at high speeds.
The same result can be obtained by moving larger amounts of information at lower speeds, and many good games do just that. Games offer more interaction than spreadsheets or word processors. That is why games come closer to the essence of computing than any other field of software.