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 that wariness is understandable. The reputation of ads in video games is mixed at best, with common complaints ranging from redirects to unrelated websites or apps, misleading content, and the frustration of missing or hard‑to‑find close buttons.

A recent study conducted by eMarketer highlighted that 52 percent of gamers would stop playing if they encountered several intrusive ad elements. Losing half of an audience at the moment you’re trying to engage them is hardly an effective approach. However, 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 played a title if the in‑game ads were of high quality and relevance. This insight arrives at a time when Xbox is piloting a new ad‑supported game‑streaming service, and when the overall cost of gaming continues to climb.

In such an environment, well‑crafted advertisements could find a welcoming home within the gaming ecosystem. The argument for a hybrid "ads‑for‑games" model is more compelling than many anticipate, and it has already been demonstrated to some extent by linear media platforms. Services like Netflix, Disney+, and other streaming giants have proven that a dual‑tier system—offering both ad‑free and ad‑supported options—can generate substantial revenue while expanding the audience base. Should Xbox’s experiment prove successful, it would not only preserve its subscription‑paying customers but also unlock a previously untapped revenue stream at a moment when the brand could benefit from additional income.

The relevance of this shift is underscored by the fact that console gaming is increasingly positioned as a premium product. Prices for games, consoles, accessories, and downloadable content have risen steadily, creating a financial barrier for the average player.

Xbox itself has acknowledged that, when executed correctly, advertising can lower the cost of entry to gaming experiences. We have already observed in the mobile‑gaming sector that ad‑supported tiers can serve as a gateway for players who might otherwise be deterred by high upfront costs. By offering an optional, ad‑based entry point, Xbox can keep its core fan base satisfied while simultaneously making games more attainable for newcomers.

Although there is no specific survey data on the newest Xbox announcement, it is reasonable to assume that a large majority of gamers would tolerate a 30‑second commercial if it meant they could enjoy an hour of their favorite title or try a brand‑new game. Xbox’s data partners are likely confident in that hypothesis. Happydemics’ analysis of 285 in‑game campaigns across the United Kingdom and North America reveals that in‑game advertisements consistently outperform television, social media, and other online formats in terms of recall and attribution.

Players tend to remember and correctly associate these ads with the brands that displayed them. This is where Xbox’s "around‑the‑game" strategy—showing ads before the game launches rather than during gameplay—becomes especially intriguing. Our data indicate that pre‑game placements achieve higher recall and attribution rates compared with ads embedded directly within the game environment.

The distinction matters because, while we can often recall ads seen on TV or scrolling through feeds, we do not always link those impressions to the responsible brands. Gaming appears to occupy a unique position in this regard, which likely explains why companies like Xbox and EA are increasingly exploring ad‑based models.

It is crucial to note that Xbox’s planned ads will appear before the game starts, not within the gameplay itself. In‑game ad formats typically excel further down the conversion funnel, delivering stronger lifts in brand image, consideration, interest, and overall likability.

A combined approach—leveraging both pre‑game and in‑game ads—could offer advertisers the best of both worlds, though it might also provoke greater pushback from players who value an uninterrupted experience. Xbox has emphasized that any advertisements will be non‑intrusive.

By placing ads prior to gameplay, the company aims to preserve the immersive nature of the gaming session. This consideration benefits both the player, who avoids interruptions, and the advertiser, who wants their message to be part of a seamless experience rather than a disruptive nuisance.

Relevance will be another key factor. No gamer wants to see an ad for cat food if 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 premature exits and provide brands with a highly effective platform to reach new audiences. Nevertheless, Xbox is venturing into relatively uncharted territory.

The first unknown is how players will react to pre‑game advertisements; the second is whether the revenue generated will justify making this model a permanent feature. The decision to explore ad‑supported game streaming reflects the boldness of Xbox CEO Asha Sharma, who has shown a willingness to experiment with innovative ideas. Only time will reveal whether the strategy delivers the intended results.

Historically, many gaming ad campaigns have followed a "watch an ad, earn an extra life" model. Xbox’s proposal differs: players would watch an ad to access a game they already own, rather than receiving a tangible in‑game reward.

Our existing data set does not yet indicate how this approach will be received. Research on ad‑format perception does, however, provide some guidance. When participants are asked to describe ads they remember, terms such as "non‑intrusive" and "immersive" frequently emerge as the most positive descriptors. If Xbox—and potentially other platforms—aim to make advertising a lasting component of gaming, these two attributes will be essential metrics to monitor.

In my view, Xbox will not be the first nor the last company to experiment with this model. Advertising in video games has existed for years, but it has rarely been designed 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, ultimately making video games more accessible to everyday gamers while opening new revenue avenues for developers and publishers.