Earlier quoted context omitted.
The other part to this is that the internet accelerates network-effects, which you can further supercharge by making your product as cheap as possible or free to the former group in your example. It’s hard to make money by charging a lot to a small group of people since now you’re dealing with anti-network effects. Doubling the price of a product will likely more than halve your user base.
However, most of current fremium games are precisely based on this model (Fortnite, LoL, TF2, most of mobile games, etc...) The service is subsidized by "whale players" that regularly spend a lot of cash, but they are a lot of freeloaders (to entertain the whales and to build brand popularity).
A cheap/free game supercharges network effects to amass players, each of which incrementally adds value to every other player. Most players will never directly pay enough to offset their own cost to the game maker. However, they will create a real community that draws in a small number of whale players who will directly pay for themselves and indirectly pay for all of the free players.
Not so different from the two-sided markets on Facebook and Instagram.