Don't know why we are replying to someone last seen in April 2021 but hey. There are four ways of being paid money in a game.
1) Employee of a game company, server or competition scene.
So you sit on the server of an MMO and essentially be an actor (don't know that I have seen this yet but it could be a thing at some point), be paid to be there making the servers look active (possibly with some high level competition/play, rare outside of a few titles during early launch as the idea would generally be your customers also fulfil this role) or are good enough to earn money in competitions (if you have to ask then you are not).
2) Real money input for some kind of service and you being able to generate the items, arbitrage the items, become the auction house. This relies on the game being popular enough, the players having enough money (or mummy's credit card), the item creation cycles working out well enough to merit it or joining with 4) below and your creative abilities being enough (roblox is probably the best known here, though donation and pay to play I have seen in minecraft as well)
3) Adverts and you get a share. Very few things exist here, much less for any kind of sensible return compared to classic surveys, adware, video streams or the like, and even less you might actually care about.
4) You do useful work within the game that gets paid for. Crowdsourcing of things best done by the human mind has been gamified before (
https://fold.it/ ) and there have been attempts at things like crypto mining via a gameplay loop (saw a 2d RPG thing attempt it a while back, making the problem at its core one only solved at present by play rather than masses of CPU power with varying amounts of memory or storage as befits the whims of the devs). I did also mention roblox above, though others note flash games in years prior paid a pretty penny for some of the young devs (flash is dead though so you are left either trying it out for real on steam, itch.io, your own website, roblox, minecraft or the like), and looking at some patreon and donation boxes for some mod makers then they get up there as well.
1) and 4) can be combined if you want to train new players in harder to master games -- Rust, whatever DOTA/moba, whatever arena team hero shooter is popular, Escape from Tarkov had a few as well that I saw. Unless you are a name in those games/whatever game you are teaching you would want to put time into making both a fairly formal list of things to cover, and being adaptable enough to make it tolerable (if not fun) for your trainee client as their abilities and progression rate demands.
As above though that is all a small sliver of possibility, likely requiring considerable skills in either programming, game design, game play, art or some combo of the lot, in addition to probably general business skills (setting up website or suitable equivalent*, and likely time and money invested in advertising). When the alternatives are remote job, project level jobs on whatever sourcing website you care to use (if you have the art, programming or whatever other professional skill to make it work in a game you can probably do some company's logo on the cheap, website plugin tweak, music mix, document format...)
*10 years ago companies asked me if they could get away with just a facebook page, today if you are doing it for the kids then you may be able to get away with a discord server or whatever replaces that.