Virginie Chesnais serves as Chief Marketing Officer at Happydemics, an analytics platform for advertising technology. For many years, gamers have approached in‑game advertising with suspicion, and the wariness is understandable. The reputation of ads in video games is mixed at best; players often encounter redirects to unrelated sites or apps, misleading content, or tiny close buttons that are difficult to locate.

A recent study by eMarketer highlighted that 52 % of gamers would abandon a session if they ran into multiple intrusive ad elements. Losing half of an audience the moment you try to engage them is hardly a winning tactic.

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 title if the in‑game ads were of high quality and relevance. This suggests that, when executed thoughtfully, 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 climbing steadily.

In this environment, well‑crafted advertisements could find a receptive home within the gaming ecosystem. The argument for introducing an "ads‑for‑games" model is more compelling than many assume, and it is already partially validated by the success of linear media platforms.

Services such as Netflix, Disney+, and other streaming giants have demonstrated that offering a free, ad‑supported tier alongside a paid subscription can generate significant revenue while expanding the audience base. Should Xbox’s experiment prove viable, it would not only preserve its existing subscriber pool but also unlock a fresh, previously untapped income stream—something the brand could certainly use. This development matters because console gaming is increasingly positioning itself as a premium offering. Prices for games, consoles, accessories, and downloadable content continue to rise, creating a financial barrier for the average player.

Xbox itself has acknowledged that, when implemented correctly, advertising can lower the cost of entry to gaming. Mobile gaming has already shown that ad‑supported tiers can give newcomers a way to engage without paying large upfront fees.

Importantly, the model would be entirely optional. Players who prefer an uninterrupted experience could continue to pay a subscription fee to avoid ads, while those who are comfortable with occasional commercials could enjoy a reduced‑price or free tier.

By providing a two‑tier system, Xbox aims to retain its loyal fan base while simultaneously making games more accessible to a broader audience. Although there is no concrete survey data on this specific announcement yet, it is reasonable to assume that a large majority of gamers would tolerate a 30‑second advertisement if it meant they could play a favorite title or a new release for an hour without additional cost. Xbox is likely aware of this willingness, given the extensive data they have access to. Happydemics’ analysis of 285 in‑game campaigns across the United Kingdom and North America shows that in‑game advertisements consistently outperform television, social media, and other online formats in terms of ad recall and attribution.

Players are more likely to remember an ad they saw while gaming and to correctly associate it with the sponsoring brand. This is where Xbox’s "around‑the‑game" approach—ads displayed before the game launches rather than embedded within the gameplay—becomes intriguing.

Our data indicate that pre‑game placements achieve higher recall and attribution scores compared with intrinsic in‑game placements. While traditional in‑game ads excel further down the funnel—boosting brand image, consideration, interest, and likability—pre‑game ads preserve immersion and avoid disrupting the player’s focus.

Xbox has pledged that the advertisements will not be intrusive. By serving ads prior to the start of a session, the company aims to keep the core gaming experience untouched. This is crucial not only for player satisfaction 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 don’t own a cat, or a promotion for a game they have already completed. Contextual, targeted ads that align with a player’s interests will help prevent premature exits and provide brands with a premium platform to reach new audiences.

Nevertheless, Xbox is venturing into largely uncharted territory. The first unknown is how players will react to pre‑game ads; the second is whether the revenue generated will justify a long‑term commitment to the model. The initiative reflects a bold, risk‑taking mindset from Xbox CEO Asha Sharma, who is willing to experiment with new monetisation strategies.

Historically, many gaming ad campaigns have relied on "watch an ad, get an extra life" mechanics. Xbox’s proposal differs: users would watch an ad to gain access to a game they already own, rather than receiving a direct in‑game reward. Our existing data set does not yet reveal how this will be received, but research on ad‑format perception shows that descriptors such as "non‑intrusive" and "immersive" rank highly among positive responses.

If Xbox can deliver ads that meet these criteria, it could set a benchmark for future advertising in games. In my view, Xbox will not be the first nor the last company to explore this avenue. Advertising within games has existed for years, but it has rarely been designed with the player’s experience at the forefront. Should Xbox succeed in balancing revenue generation with a seamless, optional ad experience, it could pave the way for other publishers to adopt similar models, ultimately making video games more affordable and accessible for everyday gamers.