> Mobile industrie are not the same than game for PC, they are really focused more on money than the game itself
I'd argue that this focus isn't necessarily to just make money, but to make money that mobile users simply refuse to pay up front. Most people don't think twice about paying anywhere from $10-$60 for a game on PC or consoles. Yet many will leave complain about an app or game because it costs $5.
Take the Nintendo 3DS as an example. Games vary in cost, but $20-$40 is most common for many games in the Nintendo Shop and on cartridge. There are very, very few games that are in that price range for iOS, simply because no-one will buy them. Instead, developers focus on IAPs as a way to offset that.
Pricing on mobile is caught between a rock and a hard place. IAPs have a terrible reputation because they're used (sometimes overly) frequently as a way to generate revenue from games that were released for free (or at very low cost). The alternative is to have users pay a fair, up-front price. That's not going to happen as long as people complain that apps cost $5 (which is usually how much that same person just paid for fast food or coffee that they didn't even finish).
>they are for dumb users (sorry I don't have other word for, and it's not even casual)
That is a sweeping generalization, and wrong. Why is it dumb if someone might be quite happy spending their own money playing Candy Crush on their iPhone? That's no different than someone wanting to use micro transactions in games like Overwatch, Call of Duty, or even a monthly subscription to WoW. Just because you think it's dumb, doesn't mean it is. If they enjoy playing the game, what does it matter?