Virginie Chesnais serves as Chief Marketing Officer at the ad‑technology analytics firm Happydemics. For many years, gamers have approached in‑game advertising with suspicion, and the wariness is understandable. The reputation of ads in video games is mixed at best, often plagued by issues such as redirects to unrelated sites, misleading content, or close buttons that are difficult to locate—each a source of irritation for players.

A recent study conducted by eMarketer revealed that 52 % of respondents would abandon a game if they encountered several disruptive advertising elements. Losing more than half of your audience at the moment you’re trying to engage them is hardly a winning tactic. Nevertheless, advertising does not have to be a negative experience. 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 climbing steadily, premium‑grade advertisements could find a natural home within the medium. The rationale for introducing an "ads‑for‑games" model is more compelling than many assume, a notion that has already been validated to some extent by linear media. Services such as Netflix, Disney+, and other streaming platforms have demonstrated that a hybrid approach—offering both ad‑free and ad‑supported tiers—can generate significant revenue while expanding the audience base.

Should Xbox’s experiment succeed, it would not only preserve its subscription‑based revenue but also unlock a fresh, previously untapped stream of income at a moment when the brand is seeking financial reinforcement. This development matters because console gaming is increasingly positioned as a premium offering.

The price tags attached to new games, consoles, accessories, and downloadable content (DLC) are rising, making it harder for the average consumer to justify the expense and erecting a barrier for casual gamers. Xbox itself has stated that, when executed correctly, advertising can lower the cost of access to gaming experiences. Mobile gaming has already shown that ad‑supported tiers can provide an entry point for players who are unwilling or unable to pay large upfront fees.

By mirroring that model on consoles, Xbox could broaden its reach without alienating existing fans. Crucially, participation would be optional. Players who prefer an uninterrupted experience could continue to pay a subscription fee to avoid ads, while those willing to tolerate a short commercial break could enjoy a reduced‑price or even free option.

This two‑tier system aims to keep the loyal community intact while simultaneously inviting newcomers who might otherwise be priced out. Although concrete survey data on the current announcement are not yet available, it is reasonable to predict that a substantial majority of gamers would tolerate a 30‑second advertisement if it granted them an hour of gameplay on a beloved or new title.

Xbox’s internal analytics are likely to confirm this hypothesis. Happydemics’ analysis of 285 in‑game campaigns across the United Kingdom and North America shows that in‑game advertising consistently outperforms television, social media, and other online formats when it comes to ad recall and attribution. Players tend to remember and correctly associate these ads with the brands that served them. The distinction between "around‑the‑game" placements—ads shown before a session begins—and ads embedded within the gameplay itself becomes important here.

Our data indicate that pre‑game formats enjoy a clear advantage in terms of recall and attribution when compared with intrinsic in‑game placements. Why does this matter? While we can often recall ads seen on TV or scrolling through feeds, we do not always link them to the responsible brand. Gaming appears to operate in a league of its own for this metric, which likely explains why companies such as Xbox and Electronic Arts are increasingly exploring ad‑based monetisation models.

It is essential to note that Xbox’s plan centres on pre‑game advertising rather than intrusive in‑game banners. Traditional in‑game formats tend to excel further down the marketing funnel, delivering stronger lifts in brand image, consideration, interest, and overall likability.

A hybrid approach that combines both pre‑game and in‑game ads could theoretically offer advertisers the best of both worlds, but it also risks provoking greater resistance from players. Xbox has pledged that the ads will not be disruptive.

By placing commercials before the gameplay starts, the company hopes to preserve the immersive experience that gamers value. This approach benefits both the player—who enjoys an uninterrupted session—and the advertiser, who gains a captive audience without breaking the flow of the game.

Relevance will be key. No one wants to see an advertisement for cat food when they don’t own a cat, or a promotion for a game they have already completed.

Contextual, targeted ads that make sense for the individual player will help prevent immediate abandonment and give brands an effective platform to reach new demographics. Nevertheless, Xbox is venturing into largely uncharted territory. The first unknown is how players will react to the presence of ads, and the second is whether the revenue generated will be sufficient to sustain the model over the long term.

The decision to explore 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 this strategy pays off. Historically, many of our gaming‑ad projects have revolved around a "watch an ad, earn an extra life" premise. Xbox’s proposal differs: it asks players to watch a commercial in order to access a game they already own.

Our existing data set does not yet indicate how this particular exchange will be received. However, broader research on ad‑format perception suggests that descriptors such as "non‑intrusive" and "immersive" rank highly among positive attributes. If Xbox—and potentially other platforms in the future—aim to make advertising a staple of gaming, these two qualities will need to be closely monitored.

My forecast is that Xbox will neither be the first nor the last to experiment with this approach. Advertising has been part of gaming for years, but rarely with the player experience at the forefront. Should Xbox manage to strike the right balance, it could pave the way for other companies to follow, ultimately making video games more affordable and accessible for everyday gamers.