I don't really get addicted to games, being a designer at heart, I can catch on when someone is just setting up a Skinner box for me. Side note, you are a horrible person if you resort to psychology to make a bad game addictive, I will hate you forever if you do. Anyway, for others, what really makes a game addictive is how easy it is to keep playing. Look at any game labeled "addictive", and it's restart option is probably just a button press after death.
For me, I can't get enough out of pick-up-and-play hardcore games. That would be Spelunky, Nuclear Throne, Isaac, Rogue Legacy, Risk of Rain, and others. I also spend a lot of time on games with customization.
1. Barrier to entry. How hard is the game to learn? The less you have to memorize of your controls, and the more you can memorize of the content (strategically), the better.
2. Goals. This goes along with that positive feedback to the player thing mentioned above. There's a lot of goals you can give the player, but by pointing them out, and rewarding players for achieving them, you can vary their playstyles and experiences intentionally. Collectathons, speedruns, time survived... the more you can vary your goals - but keep them involved in the core experience, the better.
3. Play scale. A game that gets replayed a lot is a game the respects the player's time - doesn't take up too much of it, but at the same time, offers a rewarding experience, and yes, the "try again" factor. These examples all do that, and do it well. Even if you have a long, cinematic experience, just break that up into natural play segments, like Half-Minute Hero does.
4. If you can make online leaderboards, do that. The problem most social games make is that they FORCE the social element on the player. But ALLOWING openly social aspects into your game for players who CHOOSE that option, often via scoreboards or the like, is a terrific thing. Super House of Dead Ninjas, for instance, allows "champion" enemies to be give your Steam friends' NAMES. :D