The corporate marketing vanguard that picks winners in the gaming industry is almost entirely dedicated to microtransactions, pay to win, pay walls, subscriptions, and battle passes.
Inorganicly chosen winners is a problem, but in the music industry, the end product itself doesn't exploit the listener beyond just that.
Sure they are now, that's simply where the money is nowadays. 5 years ago it was battle passes 5 years before that it was an attempt to recoup costs with used game. 5 years prior to that it was experimenting with DLC types and seeing what would stick. And 5 years before that it was trying to have long term subscription attachments to a game.
Games are ultimately tech. And games grew along with the internet. It was inherently going to be run more like a tech company than a media conglomerate for that reason. I see it less as games being exploitative than a double edged sword, like the internet itself. It can be a lot more exploitative. But it also opened up entire mediums of ideas and arguably tore down world borders.