maybe the reason novel monetization schemes start in gendered and racialized genres of games is an outgrowth of the gendered and racialized nature of class, rather than of those schemes being progressive
i.e., maybe the foundational logic for virtual currencies and gacha pulls is "it's easier to steal money from poor people $5 at a time for an indefinite period, rather than $60 all at once" the same way it was with rent-to-own shops and cars for lease
also thinking now about how the varying levels of prestige associated with games that have "cosmetic" and "pay-to-win" (i.e., premium items with some substantial in-game effect) free-to-play monetization
i.e., why are games that monetize through cosmetics alone the chosen games of higher-class game players? is it because cosmetics are a more direct manifestation of conspicuous consumption, and only high-class game players can afford to keep up with the treadmill?
or at least like, "a 'high skill ceiling'", "cosmetic-only monetization", and "a viciously-gatekept community" are ideas that seem to float around the same sets of games -- to what extent do these concepts reinforce one another
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