Virginie Chesnais serves as the chief marketing officer at Happydemics, a platform that specializes in ad‑tech analytics. For many years, gamers have viewed in‑game advertising with suspicion, and their wariness is not unfounded. The reputation of ads in video games is mixed, often marred by redirects to unrelated sites or apps, misleading content, and close buttons that are hard to locate, all of which contribute to a frustrating user experience. A recent study conducted by eMarketer revealed that 52 % of gamers would abandon a session if they encountered several intrusive ad elements.

Losing half of your audience at the moment you are trying to engage them is clearly a poor strategy. However, advertisements do not have to be synonymous with annoyance.

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 of high quality and relevance. Xbox is currently piloting an ad‑supported game‑streaming service at a time when the overall cost of playing is on an upward trajectory. In this environment, well‑crafted ads could find a welcoming home within the gaming ecosystem.

The rationale for introducing an advertising‑based model for games is more compelling than many industry observers assume, and it has already been demonstrated in the realm of linear media. Services such as Netflix, Disney+, and other streaming platforms have proven that offering a tier supported by ads can generate substantial revenue while still delivering a reliable service. Should Xbox’s experiment succeed, it would not only preserve the paying subscriber base but also unlock an entirely new revenue stream—a development the brand could certainly use. The significance of this potential shift lies in the fact that console gaming is increasingly positioning itself as a premium product.

Prices for games, consoles, accessories, and downloadable content continue to climb, creating a financial barrier for the average player. Xbox itself has stated that, when executed correctly, advertising can lower the cost of entry to gaming. The mobile‑gaming sector already provides evidence that ad‑supported tiers can welcome new players without demanding a large upfront payment.

Crucially, any advertising model would be optional. Players who prefer an uninterrupted experience could continue to pay a subscription fee, while those willing to view ads could access the same content at a reduced cost.

By offering a two‑tier system, Xbox hopes to keep its loyal fan base satisfied while simultaneously making games more approachable for newcomers. Although concrete survey data on this particular announcement are not yet available, it is reasonable to assume that most gamers would tolerate a 30‑second commercial if it granted them an hour of playtime on a favorite or newly released title.

Xbox likely has internal data that supports this hypothesis. Happydemics analyzed 285 in‑game campaigns across the United Kingdom and North America and found that in‑game advertisements consistently outperformed TV, social, and online ads 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 brand that served it. This advantage becomes even more pronounced with "around‑the‑game" formats—ads displayed before the game launches rather than embedded within the gameplay.

Our data show that these pre‑game placements generate higher recall and attribution scores compared with ads that appear directly inside the game world. The distinction matters because, while we may recall a commercial that aired during a television program, we do not always connect that memory to the brand behind it. Gaming, by contrast, appears to create a stronger link between the ad and the advertiser, which likely explains why companies like Xbox and EA are increasingly exploring ad‑based models.

It is also important to note that Xbox’s plan focuses on pre‑game ads rather than intrusive in‑game interruptions. In‑game ad formats tend to excel further down the conversion funnel, delivering stronger lifts in brand image, consideration, interest, and likeability.

A hybrid approach—combining 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 value an uninterrupted experience. Xbox has assured users that the ads will not be intrusive.

By placing commercials before the gameplay begins, the company aims to preserve the immersive nature of the session. This approach benefits both players, who maintain a seamless experience, and advertisers, who want their messages to complement rather than disrupt the entertainment. Relevance will be key. Nobody enjoys being served an advertisement for cat food when they do not own a cat, or for a game they have already completed.

Contextual, well‑targeted ads will help Xbox keep players from abandoning the session the moment an ad appears, while also giving brands an effective platform to reach fresh audiences. Nevertheless, Xbox is venturing into largely uncharted territory. The first unknown is how gamers will react to the presence of ads; the second is whether the revenue generated will be sufficient to sustain the model over the long term.

The decision to explore ad‑supported streaming reflects a willingness by Xbox CEO Asha Sharma to experiment and take calculated risks. Only time will reveal whether the strategy pays off. Historically, many of our gaming‑ad initiatives have revolved around "watch an ad, earn an extra life" mechanics. Xbox’s proposal differs: players would watch an ad to unlock access to a game they already own.

Our existing data set does not yet indicate how this particular exchange will be received. Research on ad‑format perception does, however, offer useful insights. When participants who remembered an ad were asked to describe the format, "non‑intrusive" and "immersive" emerged as the two most popular descriptors. If Xbox—and potentially other platforms in the future—aim to make gaming ads successful, these two attributes will be critical metrics to monitor.

My forecast is that Xbox will neither be the first nor the last company to test such a model. Advertising in games is not a brand‑new concept, but it has rarely been implemented with the player’s experience as the primary focus. Should Xbox manage to strike the right balance, it could pave the way for similar initiatives across the industry and, more importantly, make video games considerably more accessible for everyday gamers.