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 their concerns are not unfounded. The reputation of ads in video games is mixed at best; players often encounter redirects to unrelated websites or apps, misleading content, or tiny, hard‑to‑find close buttons that frustrate the experience.

A recent study conducted by eMarketer highlighted the severity of the issue: 52 % of respondents said they would stop playing a title if they were bombarded with multiple disruptive ad elements. Losing half of an audience at the moment you are trying to engage them is hardly an effective strategy. Nevertheless, advertising does not have to be synonymous with annoyance.

The same research revealed a more optimistic insight—one in five gamers indicated they would actually increase the frequency with which they played a game if the in‑game advertisements were of a high quality and felt relevant. Enter Xbox’s latest experiment: a new ad‑supported game‑streaming service. As the overall cost of gaming continues to climb—whether through pricier consoles, higher‑priced titles, expensive accessories, or costly downloadable content—well‑executed ads could find a receptive home within the gaming ecosystem. The business case for a hybrid "ads‑for‑games" model is more compelling than many anticipate, especially when we look at the success of linear media platforms.

Services such as Netflix, Disney+, and other on‑demand video providers have demonstrated that offering a tiered structure—one ad‑free, one ad‑supported—can generate substantial revenue while still delivering a consistent user experience. If Xbox’s approach proves viable, it could not only preserve its existing subscription base but also unlock a fresh, previously untapped income stream at a moment when the brand is seeking new financial footholds. This development matters because console gaming is increasingly being positioned as a premium product.

The price tags attached to new hardware, flagship games, add‑on accessories, and even microtransactions are becoming harder for the average consumer to justify. Those escalating costs erect a barrier that keeps many potential players on the sidelines. Xbox itself has stated that, when executed correctly, advertising can help lower the cost of entry to gaming. The mobile gaming sector already offers a precedent: ad‑supported tiers allow players to engage with games without paying large upfront fees, often in exchange for watching short video ads.

This model has broadened the audience for many titles and demonstrated that ads can serve as a gateway rather than a roadblock. Crucially, the system Xbox is proposing remains entirely optional.

Players who prefer an uninterrupted experience can continue to pay a subscription fee to avoid ads. By providing a two‑tiered offering, Xbox hopes to retain its loyal fan base while simultaneously making games more accessible to newcomers who might otherwise be deterred by cost.

Although formal survey data on this particular launch is not yet available, it is reasonable to assume that a large majority of gamers would tolerate a 30‑second advertisement if it meant gaining an hour of gameplay in a beloved or newly released title. Xbox’s internal research likely supports this hypothesis. Data from Happydemics, covering 285 in‑game campaigns across the United Kingdom and North America, consistently show that in‑game advertisements outperform traditional TV, social, and online placements when it comes to ad recall and attribution.

Players are more likely to remember an ad they saw while playing and to correctly associate it with the sponsoring brand. Xbox’s strategy focuses on "around‑the‑game" placements—ads that appear before the game starts rather than embedded within the gameplay itself. Our data indicate that these pre‑game formats deliver a clear advantage in terms of recall and attribution when compared with intrinsic in‑game placements. While we can often remember a commercial that pops up during a TV break, that memory does not always translate into brand recognition.

Gaming, by contrast, appears to create a stronger link between the ad and the brand, which may explain why companies like EA and Xbox are exploring ad‑based monetisation more aggressively. It is important to note that Xbox’s ads will not interrupt the actual gameplay; they will be shown prior to the start of a session. In‑game ad formats tend to excel further down the conversion funnel, delivering higher lifts in brand image, consideration, interest, and overall likability. A combined approach—leveraging both pre‑game and in‑game ads—could theoretically give advertisers the best of both worlds, though it also raises the risk of heightened player pushback.

Xbox has pledged that its advertisements will be non‑intrusive. By confining ads to the pre‑game window, the company aims to preserve the immersive experience that gamers cherish.

This consideration benefits both players—who avoid interruptions during play—and advertisers, who want their messages to feel like a natural part of the experience rather than a jarring interruption. 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, well‑targeted ads that align with a player’s interests and behaviours will be essential to prevent users from abandoning the session at the first sign of irrelevant content, while simultaneously providing brands with a high‑impact platform to reach new audiences.

Nevertheless, Xbox is charting new 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 revenue generated will be sufficient to sustain the model over the long term. The decision to explore an ad‑supported streaming tier reflects the boldness of Xbox CEO Asha Sharma, who has demonstrated a willingness to experiment and take calculated risks.

Only time will reveal whether this gamble pays off. Historically, many gaming ad campaigns have relied on "watch an ad, earn an extra life" mechanics. Xbox’s proposal is different: it asks players to watch an ad to gain access to a game they already own. Our current data set does not contain enough information to predict how this will be received.

However, broader research on ad format perception shows that when participants are asked to describe ads they remember positively, terms such as "non‑intrusive" and "immersive" frequently emerge as top descriptors. If Xbox—and any future adopters—aim to make advertising a lasting component of gaming, these two qualities will be essential metrics to monitor. My forecast is that Xbox will neither be the first nor the last platform to experiment with this approach.

Advertising in games is not a new concept, but it has rarely been implemented with the player’s experience as the primary focus. Should Xbox succeed, it could pave the way for other publishers to adopt similar models, ultimately making video games more affordable and accessible for everyday gamers worldwide.