@stevedv.eth
The buyers are no different than the ol 90/9/1 social posting ratio. iirc it's like 1% of players account for over 50% of micro transaction volume.
I think most game economies have avoided cash outs as it becomes a regulatory nightmare since luck based games edge toward gambling. Skill games like first person shooters tend to avoid pay to win as it ruins the experience for everyone, and instead focus on vanity cosmetic upgrades which have no secondary market since they're often unlimited in supply.
MMORPGs like WoW and Diablo historically have had in game items exchanged for fiat secondary markets but I think they're usually against ToS and subject to banning if caught.
All this to say that yes game economies do incite players but game studios are happy taking 100% of the cut, and players getting paid to play is a great misconception of why people play games (it turns into a job, ruins the fun)