The origins of microtransactions in video games have long been argued, but one resurfaced email exchange paints a startling picture of how a controversial figure helped shape the thinking that eventually pushed a major publisher deeper into monetization.
Microtransactions now cover everything from cosmetic extras like outfits, character skins, and weapon camos to gameplay-affecting boosts and convenience items. For years, many big games relied on traditional downloadable content, selling add-ons like new maps or expansion packs. But around the early 2010s, that model began shifting toward smaller, repeatable purchases that could keep players spending long after launch.
According to the email conversation, Activision leadership was discussing game-driven “engagement” ideas with Jeffrey Epstein around the same time the company moved from straightforward DLC into more modern microtransaction systems. The discussion reportedly began when Epstein asked for recommendations for “edutainment” games, saying he was preparing for a meeting with lawyer and education figure Joel Klein. From there, the exchange veered into his broader belief that conventional education had failed and that games could be used to teach through “subversion”—keeping kids hooked with rewards rather than overt lessons.
In the email, Epstein argued that games already succeed at teaching because they constantly measure a player’s ability and adjust difficulty. If the challenge is too hard, players quit; too easy, they lose interest. He compared this to personalized tutoring and claimed computers could scale what teachers can’t. But he also insisted that educational games fail because children shut down when they realize they’re being taught. His alternative was to embed learning inside the same attention-grabbing formulas that make mainstream games popular.
One example he gave was deliberately provocative: a door marked with unfamiliar symbols that players must read aloud—he cited “Konnichiwa,” a Japanese greeting—to progress. As a crude “reward,” he suggested the player would be greeted by a sexualized character, arguing this would motivate kids to learn Japanese. The point wasn’t subtlety; it was manipulation through incentives.
Activision’s then-CEO Bobby Kotick reportedly pushed back on the idea that sexual appeal was the main driver, but he did respond with something that aligns closely with the logic of modern live-service monetization: rewards matter, and “real world rewards” could be even more effective than anything purely in-game. In the exchange, Kotick suggested examples like earning cell phone minutes, phone credits, and virtual items.
That reply didn’t stay confined to the original thread. Epstein reportedly forwarded Kotick’s message to Pablos Holman, who describes himself as a hacker, inventor, and technology futurist. Holman’s feedback was blunt and revealing, suggesting enthusiasm for the idea of training kids to participate in an “economy,” while also mocking the notion that “real world rewards” would include “virtual items in games.”
The timing is what makes the exchange especially notable for anyone tracking the evolution of monetization in major franchises. Before this era, Call of Duty largely sold additional content through map packs—paid DLC that expanded the multiplayer rotation. But 2013’s Call of Duty: Black Ops II marked a clear turning point: it introduced more recognizable microtransactions, including purchasable weapon camo packs, calling cards, and extra create-a-class slots. The following year, 2014’s Call of Duty: Advanced Warfare escalated that approach with loot boxes, introduced as Supply Drops—randomized rewards that later became one of the most heavily criticized monetization systems in gaming.
None of this “proves” a single email caused a major publisher to transform its business model. The industry as a whole was changing, and many companies were experimenting with new ways to generate recurring revenue. Still, the exchange is a disturbing snapshot of how executives and influential outsiders were thinking about incentives, behavior, and rewards—ideas that sit at the heart of microtransactions, loot boxes, and the psychological hooks built into many modern games.
For players, it also helps explain why microtransactions have become such a persistent force. They aren’t just a way to sell optional cosmetics; they’re a long-term strategy built around engagement, retention, and carefully designed reward loops—sometimes inspired by conversations that were never meant to see the light of day.






