Virginie Chesnais serves as chief marketing officer at the ad‑tech analytics firm Happydemics. For many years, gamers have approached in‑game advertising with suspicion, and that wariness is understandable. The reputation of ads in video games is mixed at best; players often encounter redirects to unrelated sites, misleading content, or close buttons that are difficult to locate, all of which generate frustration.

A recent study by eMarketers highlighted that 52 % of respondents would stop playing a title if they ran into several disruptive ad elements. Losing half of an audience at the very moment you are trying to engage them is hardly a winning strategy. Nevertheless, advertising does not have to be a negative experience.

The same research revealed that one in five gamers would actually increase the frequency with which they play a game if the in‑game advertisements were of high quality and relevance. This suggests that, when executed well, ads can enhance rather than detract from the gaming experience.

Xbox is currently piloting an ad‑supported game‑streaming service at a time when the overall cost of playing is on a steady upward trajectory. In this environment, well‑crafted advertisements could find a natural home within the gaming ecosystem. The argument for incorporating an ad‑based model into gaming is stronger than many assume, and it is already validated to some degree by the success of linear media platforms.

Services such as Netflix, Disney+, and other streaming giants have demonstrated that offering both ad‑free and ad‑supported tiers can generate substantial revenue while expanding the audience base. Should Xbox’s experiment prove viable, it would not only preserve its existing subscription revenue but also unlock a fresh, previously untapped source of income—something the brand could greatly benefit from right now.

This development matters because console gaming is increasingly being positioned as a premium offering. Prices for games, consoles, accessories, and downloadable content continue to climb, creating a financial barrier for the average player. Xbox itself has acknowledged that, when handled responsibly, advertising can lower the cost of entry to gaming.

The mobile‑gaming sector has already shown that ad‑supported tiers can provide a gateway for players who are reluctant or unable to make large upfront purchases. Crucially, the ad‑supported option would be entirely optional. Players who prefer an uninterrupted experience could continue to pay a subscription fee, while those who are comfortable with occasional ads could enjoy a reduced cost. By adopting a two‑tier model, Xbox aims to retain its loyal fan base while simultaneously making games more approachable for newcomers.

Although there is no concrete survey data on this specific rollout yet, it is reasonable to predict that the majority of gamers would tolerate a 30‑second commercial if it granted them an hour of gameplay on a favorite or new title. Xbox likely has internal data that supports this assumption.

Happydemics’ analysis of 285 in‑game campaigns across the United Kingdom and North America indicates that in‑game advertisements consistently outperform television, social media, and other online formats when it comes to ad recall and attribution. Players are more likely to remember an ad they saw while playing and correctly associate it with the brand that delivered it. Xbox’s “around‑the‑game” approach—showing ads before a session begins rather than embedding them within the gameplay—adds another layer of interest. Our data reveal that these pre‑game placements generate higher recall and attribution scores compared with ads that appear directly inside the game world.

This distinction matters because, while traditional media can be remembered, the connection to the sponsoring brand is often weak. Gaming appears to be in a league of its own for forging that brand‑to‑consumer link, which explains why companies like Xbox and EA are exploring ad‑based models more aggressively. It is important to note that Xbox’s ads are not intrusive in‑game interruptions; they are pre‑game spots that preserve the immersive nature of the experience.

This separation benefits both players—who avoid disruptions during gameplay—and advertisers—who gain a captive audience without compromising the player’s enjoyment. Relevance will be key.

Nobody wants to see an advertisement for cat food when they don’t own a cat, or a promotion for a game they have already completed. By delivering contextual, well‑targeted ads, Xbox can keep players from abandoning a session while providing brands with a highly effective platform to reach new demographics. Nevertheless, Xbox is venturing into largely uncharted territory.

The first unknown is how players will react to the presence of ads, and the second is whether the revenue generated will justify a long‑term commitment to the model. The move toward an ad‑supported streaming service reflects the boldness of Xbox CEO Asha Sharma, who has demonstrated a willingness to experiment and take calculated risks. Time will tell whether this strategy pays off.

Historically, many gaming ad campaigns have relied on “watch an ad, earn an extra life” mechanics. Xbox’s proposal is different: it asks players to watch an ad in order to access a game they already own. Our existing data set does not yet reveal how this particular trade‑off will be received. However, broader research on ad‑format perception shows that respondents who recall an ad tend to describe the format as “non‑intrusive” and “immersive” among the most favorable attributes.

If Xbox and future adopters aim to make advertising in gaming a success, these two qualities should be top priorities. In my view, Xbox will not be the first nor the last platform to test this kind of approach. Advertising has been part of gaming for years, but it has rarely been designed with the player’s experience at the forefront. Should Xbox manage to strike the right balance, it could pave the way for other developers and publishers to follow, ultimately making video games more accessible and affordable for everyday gamers.