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

A recent study conducted by eMarketer highlighted that 52 % of gamers would abandon a session if they ran into multiple intrusive ad elements. Losing half of an audience at the moment you are trying to engage them is hardly an effective strategy. However, advertisements do 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 title if the in‑game ads were of high quality and relevance.

With Xbox currently piloting a new ad‑supported game‑streaming service, and with the overall cost of gaming climbing steadily, well‑crafted advertisements could find a welcoming home within the ecosystem. The argument for incorporating an ad‑for‑games model is more compelling than many might assume, especially when we look at the success of linear media platforms.

Services such as Netflix, Disney+, and other streaming giants have demonstrated that offering both a premium, ad‑free tier and a lower‑cost, ad‑supported tier can generate substantial revenue while expanding the audience base. Should Xbox’s experiment prove fruitful, it would not only preserve its existing subscriber base but also unlock a fresh, previously untapped revenue stream at a moment when the brand could use the financial boost.

This development matters because console gaming is increasingly being positioned as a premium service. The price tags attached to new releases, hardware, accessories, and downloadable content (DLC) are rising, making it harder for the average consumer to justify the expense. In Xbox’s own announcement, the company noted that, when executed correctly, advertising can reduce the barrier to entry and lower the overall cost of accessing games. Mobile gaming has already shown that ad‑supported tiers can provide a gateway for players who are unwilling or unable to make large upfront purchases, allowing them to enjoy content for free or at a reduced price in exchange for viewing ads.

Crucially, any advertising model Xbox adopts would be optional. Players who prefer an uninterrupted experience could continue to pay a subscription fee, while those who are comfortable with occasional ads could opt for the lower‑cost tier. By offering a two‑tier system, Xbox aims to retain its loyal fan base while simultaneously making games more approachable for newcomers. Although there is no specific survey data on this particular announcement yet, it is reasonable to predict that a large majority of gamers would tolerate a 30‑second commercial if it meant gaining an hour of gameplay on a beloved or newly released 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 traditional TV, social media, and online display ads when it comes to recall and attribution.

Players are more likely to remember an ad they saw while playing and correctly associate it with the sponsoring brand. This is where Xbox’s “around‑the‑game” approach becomes intriguing. Instead of embedding ads directly within the gameplay, Xbox plans to display them before the game launches. Our data show that these pre‑game placements achieve higher recall and attribution scores than ads that appear within the game world itself.

While TV or social feeds can generate fleeting impressions, gaming offers a unique environment where ads are more deeply embedded in the user’s attention, which explains why companies like Xbox and EA are exploring ad‑based revenue models. It is important to note, however, that Xbox’s ads will not be intrusive in‑game; they will appear prior to the start of a session. In‑game ad formats tend to excel later in the marketing funnel, driving brand‑image uplift, consideration, interest, and overall likability. A combination of pre‑game and in‑game ads could theoretically give advertisers the best of both worlds, but it also raises the risk of player pushback if the balance tilts too far toward interruption.

Xbox has emphasized that the advertisements will be non‑intrusive, meaning they will be shown before the actual gameplay begins, preserving the immersive experience once the player is inside the title. This is a critical consideration not only for gamers, who value uninterrupted immersion, but also for advertisers, who want their messages to be part of the experience rather than a nuisance. Relevance will be another key factor. No gamer wants to see an ad for cat food when they have no feline companions, or an ad for a game they have already completed.

By delivering contextual, targeted ads that make sense for the individual player, Xbox can minimize the chance that users abandon the session at the sight of an irrelevant commercial, while giving brands a highly effective platform to reach new audiences. Nevertheless, Xbox is venturing into largely uncharted territory.

The company must gauge player sentiment toward pre‑game ads and determine whether the revenue generated will be sufficient to sustain the model over the long term. The move to explore ad‑supported game streaming reflects a bold strategy by Xbox CEO Asha Sharma, who has demonstrated a willingness to experiment and take calculated risks.

Only time will reveal whether this approach delivers the intended results. Historically, many gaming ad campaigns have followed a “watch an ad, earn an extra life” model, offering a direct in‑game reward for ad consumption. Xbox’s proposition differs: players would watch an ad to gain access to a game they already own, rather than receiving a tangible in‑game benefit.

Our current data set does not provide a clear indication of how this will be received, but broader research on ad‑format perception shows that descriptors such as “non‑intrusive” and “immersive” rank highly among positive responses. If Xbox, and potentially other platforms in the future, can maintain these qualities, they will likely see higher acceptance rates. My forecast is that Xbox will neither be the first nor the last major player to test this kind of ad‑supported model.

Advertising within video games is not a brand‑new concept, but it has often been implemented without the player’s experience as the primary focus. Should Xbox manage to strike the right balance—delivering relevant, non‑disruptive ads that lower costs for gamers—it could pave the way for similar initiatives across the industry, ultimately making video games more accessible to a broader audience.