Virginie Chesnais serves as Chief Marketing Officer at the ad‑technology analytics firm Happydemics. For many years, gamers have viewed in‑game advertising with suspicion, and there are good reasons for that wariness. The reputation of ads in interactive entertainment is mixed at best; players often encounter redirects to unrelated websites or apps, deceptive or irrelevant content, and frustratingly hidden close buttons that are difficult to locate.

A recent study conducted by eMarketer highlighted that 52 percent of respondents would abandon a game if they ran into several intrusive advertising elements. Losing half of your audience at the very moment you are trying to engage them is hardly a winning strategy.

However, advertising does not have to be synonymous with annoyance. 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 well integrated. This suggests that, when executed thoughtfully, advertising can enhance rather than detract from the gaming experience.

Xbox is currently piloting a new ad‑supported game‑streaming service, and the broader trend of rising costs for playing—whether through higher console prices, more expensive game licences, or pricey downloadable content—makes the prospect of high‑calibre ads especially appealing. The concept of offering a "ads‑for‑games" model is not untested; linear media have demonstrated its viability for years.

Streaming giants such as Netflix and Disney+ have shown that a hybrid approach—combining a premium, ad‑free tier with a lower‑cost, ad‑supported option—can generate substantial revenue while expanding the audience base. If Xbox’s experiment proves successful, it could preserve its existing subscriber base while unlocking a fresh, previously untapped source of income at a moment when the brand is eager for new cash flows.

The relevance of this shift is underscored by the fact that console gaming is increasingly being positioned as a premium service. The price tags attached to new consoles, flagship games, accessories, and microtransactions are climbing, creating a financial barrier for the average consumer.

Xbox itself has acknowledged that, when implemented correctly, advertising can help lower the barrier to entry and make gaming more affordable. Mobile gaming has already demonstrated the power of ad‑supported tiers: players can access a game for free or at a reduced cost, provided they agree to view occasional advertisements. This model allows newcomers to try a title without the burden of a large upfront purchase. Crucially, Xbox’s approach remains optional.

Players who prefer an uninterrupted experience can continue to pay a subscription fee to avoid ads entirely. By offering a two‑tier system—ad‑supported and ad‑free—Xbox hopes to retain its loyal fanbase while simultaneously attracting new users who might otherwise be deterred by price.

While there is currently no public survey data on this specific rollout, it is reasonable to assume that a majority of gamers would tolerate a brief 30‑second commercial if it granted them an hour of gameplay in a beloved or newly released title. Xbox’s internal data likely supports this hypothesis. Happydemics’ analysis of 285 in‑game campaigns across the United Kingdom and North America shows that in‑game advertising consistently outperforms traditional TV, social, and online placements when it comes to recall and attribution.

In other words, gamers 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" strategy—displaying ads before the game launches rather than embedding them within the gameplay itself—adds another layer of intrigue. Our data indicate that these pre‑game formats generate higher ad recall and stronger brand attribution compared with intrinsic in‑game placements. This distinction matters because, although people can recall ads seen on television or scrolling through social feeds, they do not always link those impressions to the correct brand.

Gaming appears to occupy a unique position in the advertising ecosystem, delivering a stronger connection between ad exposure and brand memory. This may explain why companies such as Xbox and Electronic Arts are increasingly exploring ad‑based revenue models. It is essential to note that Xbox’s ads are not embedded within the gameplay; they appear before the session starts.

Traditional in‑game ad formats tend to excel further down the conversion funnel, delivering better outcomes for brand image uplift, consideration, interest, and overall likability. A combined approach—leveraging both pre‑game and in‑game ads—could theoretically offer advertisers the best of both worlds, but it also risks provoking greater pushback from players who are sensitive to any interruption.

Xbox has pledged that the advertisements will be non‑intrusive, a claim that is easy to understand. By placing ads before the game begins, the company aims to preserve the immersive experience once the player is inside the virtual world. This is a critical consideration not only for gamers, who value uninterrupted play, but also for advertisers, who want their messages to be part of a positive experience rather than a disruptive nuisance.

Relevance is another key factor. No one wants to see an ad for cat food when they don’t own a cat, or an advertisement for a game they have already completed. By ensuring that ads are contextual—matched to the player’s interests, location, or recent activity—Xbox can keep the experience smooth and prevent players from abandoning the session at the sight of an irrelevant commercial. At the same time, brands benefit from a highly targeted platform that reaches new, engaged audiences.

Nevertheless, Xbox is navigating largely uncharted territory. First, there is uncertainty about how the gaming community will react to pre‑game advertising; second, there is the question of whether the revenue generated will be sufficient to sustain the model over the long term. The move toward ad‑supported game streaming reflects a bold, risk‑taking mindset from Xbox CEO Asha Sharma, who has demonstrated a willingness to experiment with new business models. Only time will reveal whether this gamble pays off.

Historically, many of our gaming‑ad initiatives have revolved around the classic "watch an ad, get an extra life" mechanic. Xbox’s proposition is different: players 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 indicate how this particular trade‑off will be received. Related research on ad‑format perception—where participants who recall an ad are asked to describe the format using positive adjectives—has consistently highlighted "non‑intrusive" and "immersive" as top descriptors. If Xbox, and potentially other platforms in the future, aim to make advertising a lasting component of gaming, these two qualities will be essential metrics to monitor.

In my view, Xbox will neither be the first nor the last major player to experiment with this model. Advertising in games has existed for decades, but it has rarely been designed with the player’s experience as the primary focus. Should Xbox succeed in delivering ads that feel seamless, relevant, and optional, it could pave the way for other publishers to adopt similar strategies, ultimately making video games more affordable and accessible for everyday gamers worldwide.