I write; I role-play, which is for the purposes of this discussion more to the point. If the player wants to do something crazy with their off-time, or throw all their time and money (Karma and Cash) at one thing, it's the GM's role in the game to work with them to figure out how that's done and how it's RPed. Doesn't matter if it's the hermetic learning magic skills or the ork street sam obsessing over 'My Little Brony'; This Is What The Player Wants For The Character, so it's up to the GM to either a) give him what he wants, b) make him work for what he wants, or c) make him rue the day he wanted it; in all three cases, though, he should d) make getting it interesting and enjoyable, even if that's a rueful kind of enjoyment.*
And yes, I did. The Wyrm was very much in this vein for the first several years of his RP existence; he didn't much care for living conditions, all his cash went to improving his gear -- usually his 'deck. Later, refining his 'ware, or reverse-engineering 'ware in order to put it into his deck so that he'd get the advantages while hacking.
* -- Of the 'yeah, an ork street sam surrounded by all of the pissed-off Red Hot Nukes -- and that's when things got bad...' variety. Stories of how bad it got can be as fun as stories of kicking so much ass you need to just take down initials, 'cause it'd take too long to take names.