Virginie Chesnais serves as the chief marketing officer at Happydemics, a platform that specializes in ad‑tech analytics. For many years, gamers have looked at in‑game advertising with suspicion, and their wariness is understandable. The reputation of ads in video games is mixed at best, often marred by intrusive redirects, misleading content, or hard‑to‑find close buttons that frustrate users. A recent study conducted by eMarketer highlighted the severity of the problem: 52 % of respondents said they would abandon a game if they encountered several disruptive advertising elements.

Losing half of an audience at the very moment you are trying to engage them is clearly a flawed approach. However, advertisements do not have to be synonymous with annoyance. The same research revealed a more optimistic insight—one in five gamers indicated they would actually play a title more often if the in‑game ads were of high quality and relevance. This suggests that, when executed correctly, ads can enhance rather than detract from the gaming experience.

Xbox is currently piloting an ad‑supported streaming service for games, and the broader context of rising costs for consoles, titles, accessories, and downloadable content makes the prospect of well‑crafted ads especially appealing. The concept of offering a gaming experience that is partially subsidized by advertising has already proven viable in linear media. Services such as Netflix, Disney+, and other streaming platforms have demonstrated that a hybrid model—combining a paid subscription with a lower‑cost, ad‑supported tier—can generate substantial revenue while expanding the audience base.

If Xbox’s experiment succeeds, the company could achieve two important objectives. First, it would preserve its existing subscriber base by providing a premium, ad‑free option for those willing to pay.

Second, it would unlock a new, previously untapped revenue stream at a moment when the brand faces mounting financial pressure from the escalating price of hardware and software. The relevance of this development cannot be overstated. Console gaming is increasingly positioned as a premium service, and the cumulative expense of purchasing a console, the latest releases, accessories, and microtransactions can be prohibitive for the average consumer. Xbox itself has acknowledged that, when handled properly, advertising can lower the barrier to entry and make gaming more accessible.

The mobile gaming sector already offers a clear precedent: ad‑supported tiers allow players to download and enjoy games without an upfront payment, often in exchange for watching short video ads. This model has opened the door for a broader demographic to experience games that might otherwise be out of reach due to cost. Crucially, the ad‑supported option would be entirely optional.

Players who prefer an uninterrupted experience could continue to pay a subscription fee, while those who are price‑sensitive could opt into a tier that includes brief advertisements. By presenting a two‑tier system, Xbox aims to retain its loyal fan base while simultaneously attracting newcomers who might have been deterred by high entry costs.

Although concrete survey data on this particular announcement is not yet available, it is reasonable to assume that a large majority of gamers would tolerate a 30‑second commercial if it meant gaining access to an hour of gameplay on a beloved or new title. Xbox’s internal research likely supports this hypothesis. Data from Happydemics, covering 285 in‑game campaigns across the United Kingdom and North America, shows that advertising embedded within games consistently outperforms traditional TV, social, and online placements in terms of recall and attribution.

In other words, gamers are more likely to remember an ad they see while playing and correctly associate it with the sponsoring brand. Xbox’s “around‑the‑game” strategy—showing ads before the gameplay begins rather than during the session—adds another layer of advantage.

Our data indicate that pre‑game placements generate higher recall and attribution scores compared with ads that appear directly inside the game world. This distinction matters because, while users may notice ads on television or social feeds, they do not always link those impressions to the associated brands.

Gaming, by contrast, appears to create a stronger mental connection between the ad and the brand, which explains why companies like EA and Xbox are increasingly exploring ad‑based revenue models. It is essential to note that Xbox’s ads are not intrusive in‑game interruptions; they are pre‑game videos that play before the player launches the title. 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 pre‑game and in‑game ads—could theoretically provide the best of both worlds for advertisers, but it also raises the risk of player pushback if the overall experience feels overly commercialized. Xbox has pledged that any advertisements will be non‑intrusive, a promise that makes sense from both the player’s and the advertiser’s perspectives. By placing ads before the game starts, the immersive experience remains uninterrupted, preserving the core enjoyment of the session while still delivering brand messages.

Relevance will be key. No gamer 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. Contextual, targeted ads that align with the player’s interests will help prevent users from abandoning the experience at the first sign of a commercial break, while simultaneously giving brands a highly engaged audience.

Nevertheless, Xbox is venturing into largely uncharted territory. The first unknown is how players will react to the presence of ads in a traditionally ad‑free environment.

The second unknown is whether the ad 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. Whether this gamble pays off remains to be seen. Historically, many gaming ad campaigns have relied on a “watch an ad, earn an extra life” mechanic, offering a clear, immediate benefit to the player.

Xbox’s proposal is different: it asks players to watch an ad in order to access a game they already own. Our existing data set does not provide a direct answer on how this will be received.

Nonetheless, broader research on ad‑format perception shows that when participants are asked to describe the most favorable attributes of an ad experience, “non‑intrusive” and “immersive” frequently top the list. If Xbox and future adopters want to make advertising a lasting component of gaming, they will need to prioritize these two qualities. In my view, Xbox will not be the first nor the last platform to test this type of model.

Advertising in games has existed for years, but it has rarely been implemented with the player’s experience as the central focus. Should Xbox succeed in balancing revenue generation with a seamless, player‑first approach, it could pave the way for other developers and publishers to adopt similar strategies, ultimately making video games more affordable and accessible for everyday gamers.