It is not obvious to me that WoW's being very interactive (or its putting you in communication with real people) protects it from having the adverse effect I just described. Maybe the interactivity merely gives the designers of WoW more levers to pull in their quest to make WoW as engaging and compelling as possible -- which is more engaging and compelling than is probably good for you for something as easy to access as WoW is.
Specifically, if you binge on WoW it can take over a month for your motivational system to return to normal, and while it its taking its time returning, you have less motivation to tackle real life. Also, since pleasure causes whatever you were doing right before the pleasure to be "reinforced", if you play WoW a lot, then stop, for years afterwards whenever you are tired or under stress while at the computer you will tend to type in the command to start up WoW without any conscious awareness of intending to do so.
Of course video games, online role-playing games and TV aren't the only activities with this problem. The paperback novel for example is an invention that provides customers (at least those good at turning printed words into mental imagery) easy access to a fairly potent pleasure. This is a problem that society has been grappling with for a few centuries.