I feel like you could just add some pigeons and this would be right out of B. F. Skinner's playbook. I won't claim even basic fluency in the current consensus on Skinner's psychological theories, but it seems functional enough to me. By playing a videogame that they were going to play and enjoy anyway, but be rewarded with cash, players are receiving a double whammy of positive reinforcement; the pleasure of playing the game and the pleasure of getting free money (for doing something they enjoy enough to pay for).
For young, moldable minds that is a lot of conditioning for the buck, and I would argue that the propensity for gamers to find ways to find shortcuts or capitalize on a reward system would even make this more effective. I see this as a two pronged attack: get 25 bucks if you do this things now that you enjoy and were planning on doing anyway, and also here is a semi-impossible goal which still gives the dream of winning a ticket to the Valhalla of videogame culture.
All this aimed at a target group of young males with some amount of discretionary income (enough to buy a $60 game, which will rapidly depreciate in price) who are already committed to the franchise and may already have their banking system directly wired to this beautiful box of endless entertainment (for a price, of course).
It's quite the setup.
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