This paper explores the concept of "homocapitalism" in the video game industry, focusing on how LGBTQ+ themes are used to drive profits through microtransactions in online multiplayer games like The Elder Scrolls Online (ESO) and Dead by Daylight (DBD). It examines how LGBTQ+ representation is incorporated into these games-both through cosmetic items and character backstories-and how it reflects broader capitalist trends in gaming. While such representation is celebrated by the LGBTQ+ community, the paper critiques how it commodifies identity, fostering consumerism under the guise of inclusivity, and perpetuating the notion that acceptance can be purchased.
Keywords: LGBTQ+; Video games; cultural studies; media studies; queer theory.