There's one cluster-analysis paper suggesting that the motivations of the high-spenders (and thus possibly other parts of their psychological profile) are different than those of the average spender. There are probably not enough high spenders in such games to reflect their behavior in the (unweighted) average player. That is, games which rely on frustration to get the player to spend money (like Candy Crush) tend to obtain money from players with low tolerance for frustration games which are more related to gambling (like "social casino" games) tend to get money from players who score high on gambling-problem scales and so forth. Summary: From the few papers I've looked at, microtransaction-based games tend to work as suspected/designed.
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