I was watching a livestreamer that currently organizes their schedule almost entirely around F2P mobile games. I find it hard to tell such a person on an individual level that they are being exploited, because that sounds like moral posturing to me. But from the perspective of the company I could imagine how the effects of time limited sales and events could drive their KPIs on a macro level. How many of those people contributing to the 5 and 10 percent upticks were "exploited" in the truest sense of the word, as in they could not help themselves even if they wanted to? I have to wonder how many of these people would rather stop but are addicted or otherwise not conscious, versus those on the spectrum that see the games as a legitimate outlet for entertainment (and can stop themselves from spending too much).
I don't play them though, since I know I'd spend too much money and time on objects intangible.
The thing that strikes me the most about F2P is how societally acceptible it is. The people for whom the notion of "casinos" doesn't fit their interests can now have their own preferentially targeted equivalent of a casino in their pockets at all times, branded with things like television show franchises that ground them in a sense of familiarity.