IAP in gaming has been a fraught subject, and rightfully so. That's largely because certain gaming companies have realized the potential for IAP vis-a-vis the natural segments of hardcore gamers, and have attempted to IAP-gate the basic gameplay. Rather than offer a standard product to everyone, and a hardcore product to the hardcore, they try to hook everyone into playing at a "hardcore" level -- and sell IAP accordingly. This stinks, frankly. A lot of companies have picked a lot of low-hanging fruit with this model, but the model is already creating backlash. Unfortunately, it's not going away anytime soon. It's so damned lucrative.
I would almost call that strategy a pay-ladder, rather than a true segmentation. You get everyone onto the ladder, and you make people pay to climb it. It's exploitative. It's also very effective. (For now.)
We should distinguish this strategy from a less exploitative segmentation, like what Radiohead did with "In Rainbows," and what a lot of artists and performers are attempting to do with their own albums, books, or shows. Radiohead didn't force anyone onto a pay-ladder. Radiohead gave people legitimate choice, and the $81 box set was a choice that people who really wanted it could opt into. Both strategies arrive at a segmentation of the userbase; Radiohead's strategy arrives at that segmentation through a more positive and consumer-friendly method.
Segmentation, in and of itself, is not evil. It's just smart business strategy. How you set up the segmentation, and how you enforce it, delineate the boundaries between ethical and unethical.