Virginie Chesnais serves as the chief marketing officer at Happydemics, a platform that provides analytics for advertising technology. For many years, gamers have viewed in‑game advertising with suspicion, and their concerns are not unfounded.

The reputation of ads in video games is mixed, often plagued by issues such as redirects to unrelated sites or apps, misleading content, and hard‑to‑find close buttons that frustrate users. A recent study conducted by eMarketer revealed that 52 % of gamers would stop playing if they encountered several intrusive ad elements.

Losing half of an audience at the very moment you are trying to engage them is hardly an effective approach. However, advertisements do not have to be detrimental.

The same research indicated that one in five gamers would actually increase the frequency with which they play a title if the in‑game ads were high‑quality and well‑executed. With Xbox currently piloting an ad‑supported game‑streaming service and the overall cost of gaming continuing to climb, premium‑grade ads could find a welcoming home in the console ecosystem.

The argument for incorporating a form of advertising‑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 an ad‑supported tier can generate substantial revenue while still delivering a reliable service. Should Xbox’s experiment prove profitable, it would not only preserve its existing subscription base but also unlock a brand‑new, previously untapped income stream—something the brand urgently needs.

This development matters because console gaming is increasingly being positioned as a premium experience. Prices for games, consoles, accessories, and downloadable content are steadily rising, making it harder for the average consumer to justify the expense. Xbox itself has noted that, when executed correctly, advertising can lower the barrier to entry for gamers.

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. Importantly, the model remains optional.

Players who prefer an uninterrupted experience can continue to pay a subscription fee to avoid ads. By offering a two‑tier system—ad‑free for paying subscribers and ad‑supported for those who opt‑in—Xbox hopes to retain its loyal fan base while simultaneously making games more accessible to newcomers. Although there is currently no publicly available survey data on this specific initiative, it is reasonable to assume that most gamers would tolerate a 30‑second commercial if it granted them an hour of playtime on a beloved or new title. Xbox likely has internal data that supports this hypothesis.

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 recall and attribution. In other words, players are more likely to remember an ad they saw while gaming and correctly associate it with the sponsoring brand. Xbox’s “around‑the‑game” approach—placing ads outside the actual gameplay, such as before a session begins—adds another layer of intrigue.

Our data indicate that these pre‑game placements have a distinct advantage in recall and attribution when compared with ads embedded directly within the game environment. This distinction is crucial because, while we might remember a commercial that appears during a TV break, we do not always link it to the brand that aired it. Gaming appears to operate in a league of its own on this metric, which may explain why companies like Xbox and Electronic Arts are increasingly exploring ad‑based revenue models. It is essential to note that Xbox’s ads are not intrusive in‑game interruptions; they are shown before the game starts.

In‑game ad formats tend to excel further down the conversion funnel, delivering stronger lifts in brand image, consideration, interest, and likeability. A hybrid strategy that combines pre‑game and in‑game ads could theoretically provide the best of both worlds for advertisers, though it also risks provoking greater pushback from players. Xbox has pledged that the advertisements will be non‑intrusive, a claim that makes sense when the ads appear prior to gameplay. This timing ensures that the immersive experience remains untouched, which is a win for both gamers and advertisers who want their messages to complement rather than disrupt the session.

Relevance will be key. Nobody enjoys being served a cat‑food commercial when they don’t own a cat, or seeing promotions for games they have already completed. By delivering contextual, purposeful ads, Xbox can keep players from abandoning the platform while giving brands a highly effective channel to reach fresh audiences.

Nevertheless, Xbox is navigating uncharted territory. The first unknown is how players will react to this new advertising model; the second is whether the revenue generated will be sufficient to sustain the approach over the long term. The move toward ad‑supported game streaming reflects a bold, risk‑taking mindset from Xbox CEO Asha Sharma, who has shown a willingness to experiment with novel ideas.

Only time will reveal whether the strategy delivers the intended results. Historically, our work in gaming advertising has centered on “watch an ad, earn an extra life” mechanics.

Xbox’s proposal, however, asks players to watch an ad merely to access a game they already own. Our existing datasets do not provide a clear answer on how this will be received. Related research on ad‑format perception shows that when respondents recall an ad, they often describe it as “non‑intrusive” and “immersive,” two descriptors that consistently rank among the most favorable. If Xbox—and potentially other platforms in the future—aim to make gaming ads a lasting success, these two qualities will be critical performance indicators.

My forecast is that Xbox will neither be the first nor the last company to test such a model. Advertising within games has existed 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 similar initiatives across the industry, ultimately making video games more affordable and reachable for the everyday gamer.