Both EA and Activision filed patents shortly before the Battlefront2 fiasco for more systems just like that. These were basically "scientific studies" done by PhD behavioral scientists etc. on Maximizing Engagement™ in order to increase Recurrent Spending™
Stuff like logging what items your mouse cursor hovered over, intentionally matchmaking you with people that had the items they determined you wanted to make you more jealous, intentionally spawning the counter to your equipment to entice you into buying a new weapon, etc. were all examples they gave in the patent filing.
They're not messing around. They have an entire book they slap down on the table in front of devs at the start of a product on monetization these days and devs have to build their games around those demands.
Also in the case of CCGs: The physical cards are also an investment and can be bought, sold, or traded. Very very few video games actually let you trade or sell items, usually you're just stuck with them.