I’m actually writing a book about this price topic (in the realm of your analysis). It’s specifically about RuneScape, working title: Why We Play.
The first three lines are:
I’ve played a game called RuneScape for 5,000 hours and I don’t know why. Was all that time wasted. Was any of this experience valuable?
My thesis has something to do with realizing that (if the lower aspects of Maslow’s pyramid are sorted out) many individuals are driven to pursue tangible goals they set for themselves regardless of the domain, and regardless of the fact that nobody else will give a shit. What sort of frameworks lend themselves to this impulse. (Hint: what makes games like RuneScape World of Warcraft compelling frameworks for this “drive”?)