Not in the game industry but as a consumer this is very true. One example: ubiquitous access to transactions and payment systems gave a huge rise to loot boxes.
Also mobile games that got priced at $0.99 meant that only the unicorn level games could actually make decent money so In-App Purchases were born.
But also I suspect it is just a problem where as consumers we spend a certain amount of money on certain kinds of entertainment and if as a content producer you can catch enough people’s attention you can get a slice of that pie. We saw this with streaming services where an average household spent about $100/month on cable so Netflix, Hulu, et al all decided to price themselves such that they could be a portion of that pie (and would have loved to be the whole pie but ironically studios not willing to license everything to everyone is what prevented that).