This article explores the impact of microtransactions as a form of monetization of game content and further gamification of digital games and video games. The relationship between gambling and monetized video games is considered, as well as the essence of gamblification of video games as a form of media convergence and the practice of spreading gambling in society. The main subject of the study is the question of whether the use of monetized game content leads to gambling addiction, since, unlike gambling, which under the laws of most countries is allowed to be accessed upon reaching the age of majority, monetized game content does not have age restrictions, and thus can affect not yet formed child (adolescent) psyche. Despite the fact that microtransactions in the gaming industry can provide additional streams to support video game development, research also shows the presence of so-called «predatory» monetization schemes. The article presents experimental studies of simulated gambling (such as social casino games, loot box purchases, etc.) by adolescents and their transition to gambling after reaching adulthood. Emphasis is placed on various approaches to gamification of digital and video games. From the position that microtransactions in video games do not affect later cognitive behavior and do not lead to gambling tendencies, to the fact that microtransactions have a negative effect on video game culture because they not only lead to addiction, but also create an imbalance in the gaming community. The latter is explained by the fact that it often takes several tens of hours to achieve something in a digital game, microtransactions allow you to reduce this time to a minimum for a certain amount of money. In any case, this issue is difficult not only from a social and psychological point of view, but also from a legal and economic point of view, and therefore requires additional research.