> How is offering a few extra lives, extra moves, a powerup, or another set of levels for a buck or two apiece at all fraudulent?
This article explains it in more detail: http://www.gamasutra.com/blogs/RaminShokrizade/20130626/1949...
The short of it is: Games who rely on IAP invariably have this progression: They start out as games where player skill determines progress, which has the two-fold effect of causing players to invest time in the game (and become emotionally attached) AND generating favourable reviews from journos who only have limited time to test a game. Then they gradually begin to slow progress of the player by increasing difficulty, and in especially cruel cases prevent the player from playing by introducing longer and longer timers; both of which can be circumvented with IAP to make the game at least superficially resemble its beginning state again.
And this is a bait-and-switch, pure and simple.
The player, having invested time, having become emotionally attached, and having memories of an enjoyable game have then these three choices: Walk away, force themselves to endure pain and uphold their investment, invest more to make the game resemble their memories again. And none of this is obvious from the outset.
> Do you think users don't understand what they're buying?
As i summarized above, they likely understand it, but have several pressures on them causing them to make an emotional choice, not a rational one.