Under 1% of users for over 50% of your mobile gaming revenue with a not single purchase model has been a good general estimate since 2010; I invite you to google an publicly available data on that.
From what I've seen privately 50% is a vast understatement.
And no, most of those users cannot afford what they spend.
> 10k over a long period is very small compared to what one can lose in a casino night, and casinos do exist.
Casinos are highly regulated. Lootbox are not in most countries. And I'm pretty sure minors can't enter a casino even with their parent's credit card...
Made videogames with paid lootboxes 18+ only, problem solved.
that's a very low bar to set...