Virginie Chesnais serves as Chief Marketing Officer at the ad‑technology analytics firm Happydemics. For many years, gamers have approached in‑game advertising with suspicion, and their concerns are not unfounded. The reputation of ads in video games is mixed, often plagued by redirects to unrelated sites or apps, misleading content, and hide‑away close buttons that frustrate users.

A recent study conducted by eMarketer revealed that 52 percent of players would abandon a session if they encountered multiple intrusive advertising elements. Losing half of an audience at the very moment you are trying to engage them is hardly an effective tactic. Nevertheless, advertising does not have to be a negative experience. The same research indicated that one in five gamers would actually increase the frequency with which they played a title if the in‑game ads were of high quality and relevance.

With Xbox currently piloting an ad‑supported game‑streaming platform and the overall cost of gaming continuing to rise, well‑crafted ads could find a welcoming niche within the medium. The argument for a hybrid "ads‑for‑games" model is more compelling than it might first appear, as linear media have already demonstrated its viability. Services such as Netflix, Disney+, and other streaming giants have proven that a steady subscription revenue stream can coexist with an ad‑supported tier, unlocking a new source of income. Should Xbox’s experiment succeed, it would not only preserve its paying subscriber base but also generate an additional, previously untapped revenue channel at a moment when the company could greatly benefit from extra cash flow.

This development matters because console gaming is increasingly positioning itself as a premium offering. The price tags attached to new releases, consoles, accessories, and downloadable content are climbing, making it harder for the average consumer to justify the expense. In this environment, any mechanism that can lower the cost of entry becomes valuable. Xbox itself has stated that, when executed correctly, advertising can reduce the financial barrier to gaming.

Mobile gaming has already shown that ad‑supported tiers can welcome players who might otherwise be deterred by large upfront costs. By offering a choice—pay for an ad‑free experience or accept occasional ads—Xbox hopes to keep its loyal fan base while simultaneously making games more approachable for newcomers.

Although there is no specific survey data on the newest Xbox initiative yet, it is reasonable to assume that most gamers would tolerate a brief 30‑second commercial if it granted them an hour of gameplay in a beloved or new title. Xbox’s internal data likely supports this hypothesis.

Happydemics’ analysis of 285 in‑game campaigns across the United Kingdom and North America demonstrates that in‑game advertisements consistently outperform TV, social, and other online formats in terms of recall and attribution. Players are more likely to remember an ad they saw while playing and correctly associate it with the sponsoring brand.

The distinction between "around‑the‑game" ads—those displayed before a session begins—and ads embedded within the gameplay itself is crucial. Our data show that pre‑game placements achieve higher recall and attribution scores than intrinsic in‑game slots. This suggests that ads shown outside the actual game environment may be more effective for brand messaging.

Why does this matter? While viewers can recall commercials seen on television or while scrolling through feeds, they do not always link those ads to the corresponding brands. Gaming appears to occupy a unique space where recall translates more directly into brand association, which likely explains why companies like Xbox and EA are exploring ad‑based monetisation models.

It is essential to note that Xbox’s plan focuses on pre‑game ads rather than intrusive in‑game interruptions. In‑game formats tend to excel further down the conversion funnel, boosting brand image, consideration, interest, and likeability. A combined approach—leveraging both pre‑game and in‑game ads—could deliver the best results for advertisers, though it may also provoke stronger resistance from players. Xbox has pledged that any advertisements will be non‑intrusive.

By placing ads before the game loads, the company aims to preserve the immersive experience once gameplay begins. This approach benefits both gamers, who avoid disruption, and advertisers, who want their messages to complement rather than clash with the entertainment.

Relevance will be another key factor. No player wants to see a cat‑food commercial when they don’t own a cat, or an advertisement for a game they have already completed. Contextual, targeted ads that make sense in the gaming environment will help keep users engaged and prevent them from abandoning the session at the sight of an irrelevant spot.

Xbox is navigating largely uncharted waters. The first unknown is how players will react to a new advertising model; the second is whether the revenue generated will be sufficient to sustain the strategy over the long term. The move toward ad‑supported game streaming reflects a bold, risk‑taking mindset from Xbox CEO Asha Sharma, who appears willing to experiment with novel revenue streams. Time will reveal whether the gamble pays off.

Historically, many gaming ad campaigns have followed a "watch an ad, earn an extra life" formula. Xbox’s proposition differs: players would watch an ad to access a game they already own, a scenario for which we have limited data.

However, broader research on ad format perception indicates that descriptors such as "non‑intrusive" and "immersive" rank highly among positive responses. If Xbox—and potentially other platforms—aim to make gaming ads successful, they will need to focus closely on these attributes. My forecast is that Xbox will neither be the first nor the last to trial such a model.

Advertising in games has existed for years, but it has rarely been designed with the player’s experience as the primary concern. Should Xbox manage to strike the right balance, it could pave the way for similar initiatives across the industry, ultimately making video games more affordable and accessible for everyday players.