Virginie Chesnais serves as the chief marketing officer at Happydemics, an analytics platform that focuses on advertising technology. For many years, gamers have been skeptical of advertisements embedded within games, and their concerns are not unfounded. The reputation of in‑game ads is mixed, often marred by issues such as redirects to unrelated websites or apps, misleading creative, and the absence of an obvious way to close the ad, all of which can frustrate players.

A recent study conducted by eMarketer highlighted the severity of the problem: 52 % of respondents said they would stop playing a title if they encountered several intrusive ad elements. Losing more than half of an audience at the very moment you are trying to engage them is clearly a poor tactical move. However, advertisements do not have to be synonymous with annoyance. The same research revealed a contrasting insight: one in five gamers indicated they would actually increase the frequency with which they played a game if the in‑game ads were of high quality and relevance.

This suggests that, when executed well, ads can become a value‑adding feature rather than a deterrent. Xbox is currently piloting an ad‑supported game‑streaming service at a time when the overall cost of playing is climbing steadily. In this environment, well‑crafted advertisements could find a welcoming niche within the gaming ecosystem.

The argument for introducing a gaming‑focused advertising model is stronger than many assume, and it draws on lessons learned from linear media. Platforms such as Netflix, Disney+, and other video‑streaming services have demonstrated that offering an ad‑supported tier can generate substantial revenue while still delivering a reliable service. If Xbox’s experiment proves profitable, the company could not only preserve its paying subscriber base but also unlock an entirely new, previously untapped income stream—a development that would be especially welcome given the brand’s current financial pressures. This issue matters because console gaming is increasingly being positioned as a premium experience.

Prices for games, consoles, accessories, and downloadable content have risen to the point where many casual players find them difficult to justify. The escalating cost creates a barrier that prevents a broad segment of the population from participating fully in the hobby.

Xbox itself has stated that, when handled correctly, advertising can lower the cost of entry for gamers. The mobile‑gaming sector already provides a clear example: ad‑supported tiers allow players to access games without paying large upfront fees, thereby widening the potential audience. Crucially, the proposed model is entirely optional.

Players who prefer an uninterrupted experience can continue to pay a subscription fee to avoid ads. By offering a two‑tier system, Xbox hopes to retain its loyal community while simultaneously making its titles more accessible to newcomers who might otherwise be priced out. Although there is no direct survey data on this specific announcement yet, it is reasonable to assume that the majority of gamers would tolerate a 30‑second commercial break if it granted them an hour of gameplay on a favorite 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 reveal that in‑game advertising consistently outperforms television, social media, and other online formats in terms of ad recall and attribution.

Players are more likely to remember an ad they saw while playing and to correctly associate it with the brand that delivered it. Xbox’s “around‑the‑game” approach—where ads appear before the game launches rather than during gameplay—adds another layer of interest. Our data indicate that these pre‑game placements generate higher recall and attribution scores compared with ads that appear directly within the game environment. The distinction matters because, while we can often remember commercials viewed on TV or scrolling through a feed, we do not always connect those impressions to a specific brand.

Gaming, by contrast, seems to create a stronger link between the ad and the advertiser, which explains why companies like Xbox and EA are increasingly exploring ad‑based revenue models. It is important to note that Xbox’s ads are not embedded within the gameplay itself; they are shown beforehand. Traditional in‑game ad formats tend to excel later in the marketing funnel, delivering stronger lifts in brand image, consideration, interest, and overall likability.

A hybrid strategy 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 who are sensitive to interruptions. Xbox has pledged that its advertisements will be non‑intrusive.

By placing ads before the game starts, the company aims to preserve the immersive experience that gamers value. This approach benefits both the player, who enjoys an uninterrupted session, and the advertiser, who wants the campaign to feel like a natural part of the experience rather than a disruptive interruption. Relevance will be key.

No one wants to see an ad for cat food if they do not own a cat, or a promotion for a game they have already completed. By delivering contextual, well‑targeted ads, Xbox can keep players engaged rather than prompting them to quit at the first sign of irrelevant content, while simultaneously offering brands a highly effective platform to reach new audiences.

Nevertheless, Xbox is venturing into largely uncharted territory. The first unknown is how players will react to this new ad format; the second is whether the revenue generated will be sufficient to justify a long‑term commitment to the model. The decision to explore ad‑supported streaming reflects a bold, risk‑taking mindset from Xbox CEO Asha Sharma, who has shown a willingness to experiment with innovative ideas.

Only time will reveal whether the strategy achieves its intended outcomes. Historically, many gaming ad campaigns have relied on the classic "watch an ad, earn an extra life" mechanic. Xbox’s proposal differs: players would watch an ad to gain access to a game they already own, a scenario that our existing data set does not directly address. However, broader research on ad‑format perception indicates that when respondents recall an ad, they tend to describe it using terms such as "non‑intrusive" and "immersive"—the two most popular descriptors.

If Xbox and future industry players aim to make gaming ads successful, these attributes will need to be closely monitored. My forecast is that Xbox will neither be the first nor the last company to test this approach. Advertising in games has existed for years, but it has rarely been designed with the player’s experience at the forefront.

Should Xbox succeed, it could pave the way for other developers to adopt similar models, ultimately making video games more affordable and accessible for the everyday gamer.