The point still stands in gaming.
How do I know? I've seen it happen.
The longest MMO I've ever played, is Runescape.I was there from 2001 to 2010.
I was there to see this entire process happen in that game. First off, it had a nice even $5 monthly sub fee, which was fine. Because it was a sub game, I knew that I could expect alll the content in the game. However in...2007? Or so, this game had a festival. An RL festival, for which you got an in-game item. Purely aesthetic, of course, but I railed my little heart off telling people that this is the beginning of a slippery slope. Come just two years later- full blown microtransactions. A "lottery wheel" which potentially gave loot, money, exp, rare items - you name it. And the tickets were purchasable for real life cash.
The irony? The more micro-transactions they had, the higher their profits for that year were, but the less people played. starting from that one little aesthetic item.
the same for WoW. When did WoW hit its peak, and start slowly bleeding subscriptions? Right AFTER the first micro-transaction mount was introduced, and it only got worse from there and to this day the game is still bleeding, down a heft 5 to 6 million subscribers from that peak.
Games must pick a side. Either they have a sub fee or they have micro-transactions. Do not merge the two. You will see higher profits int he short term, but you don't see any when nobody is left to play.