Virginie Chesnais serves as Chief Marketing Officer at Happydemics, an analytics platform for advertising technology. For years, many gamers have been skeptical about the presence of advertisements within games, and their concerns are not unfounded.

In‑game ads have earned a mixed reputation, often being associated with annoying redirects to external sites, misleading content, or hard‑to‑find close buttons that frustrate players. A recent study conducted by eMarketer revealed that 52 percent of gamers would abandon a title if they encountered several disruptive ad elements.

Losing half of an audience at the moment you’re trying to engage them is clearly not 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 play a game if the in‑game advertisements were of high quality and relevance. With Xbox currently piloting an ad‑supported game‑streaming service and the overall cost of gaming steadily climbing, well‑crafted ads could find a natural home within the console ecosystem.

The argument for introducing a gaming‑specific advertising model is more compelling than many anticipate, as it has already been partially validated by the success of linear media platforms. Services such as Netflix, Disney+, and other streaming giants have demonstrated that offering both ad‑free and ad‑supported tiers can generate substantial revenue while retaining a broad subscriber base. Should Xbox’s experiment prove successful, it would not only preserve its paying subscribers but also unlock a previously untapped income stream at a moment when the brand is eager for fresh cash flow. This development matters because console gaming is increasingly being positioned as a premium offering.

The price tags attached to games, consoles, accessories, and downloadable content are rising to levels that many casual players find hard to justify, creating a barrier that excludes a large segment of potential gamers. Xbox itself has stated that, when executed correctly, advertising can reduce the cost of entry to gaming. The mobile‑gaming sector already illustrates how ad‑supported tiers can provide a gateway for players who are unwilling or unable to make large upfront purchases. Importantly, participation would remain optional.

Players who prefer an uninterrupted experience could continue to pay a subscription fee to avoid ads, while those who are price‑sensitive could choose the ad‑supported route. By offering a two‑tier system, Xbox hopes to keep its loyal fan base happy while simultaneously widening its reach to newcomers.

Although no formal survey data on this particular announcement is available yet, it is reasonable to assume that the majority of gamers would tolerate a 30‑second commercial if it meant they could enjoy an hour of gameplay in a beloved or new title. Xbox’s internal data likely supports this hypothesis. Happydemics has analyzed 285 in‑game campaigns across the United Kingdom and North America and found that in‑game advertisements consistently outperform television, social media, and other online formats when it comes to recall and attribution.

In other words, players are more likely to remember an ad they saw while gaming and correctly associate it with the brand that displayed it. This is where Xbox’s “around‑the‑game” strategy—ads that appear before the gameplay begins rather than embedded within the game world—becomes especially intriguing. Our research shows that pre‑game placements generate higher recall and attribution scores compared with intrinsic in‑game placements. The distinction matters because, while we can often remember ads seen on TV or scrolling through feeds, we don’t always link those impressions to specific brands.

Gaming appears to operate in a different league for this metric, which may explain why companies such as Xbox and EA are increasingly exploring ad‑based revenue models. It’s also crucial to note that Xbox’s ads are not meant to 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 stronger lifts in brand image, consideration, interest, and overall likability. Combining pre‑game and in‑game ads could theoretically give advertisers the best of both worlds, though it might also provoke greater pushback from the gaming community.

Xbox has pledged that the advertisements will be non‑intrusive. By placing them before the game loads, the company aims to preserve the immersive experience that players value.

This approach benefits both the gamer—who isn’t interrupted mid‑play—and the advertiser, whose message becomes part of a seamless experience rather than a jarring interruption. Relevance will be key.

Nobody 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. By delivering contextual, purposeful ads, Xbox can keep players from abandoning the session while giving brands a highly effective platform to reach new audiences. Nevertheless, Xbox is venturing into largely uncharted territory.

First, it must gauge how players will react to seeing ads in a console environment; second, it must determine 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 demonstrated a willingness to experiment with new business models. Only time will reveal whether this strategy delivers the desired results. Historically, many gaming ad campaigns have relied on the classic “watch an ad, earn an extra life” mechanic.

Xbox’s proposition differs: it asks players to watch an ad to access a game they already own. Our current data set does not provide a clear answer on how this will be received. However, broader research on ad‑format perception shows that when participants are asked to describe the most appealing qualities of an ad, terms like “non‑intrusive” and “immersive” frequently rank at the top.

If Xbox—and future industry peers—aim to make gaming ads successful, these two attributes will be critical performance indicators. In my view, Xbox will not be the first nor the last company to test this approach. Advertising in games has existed for years, but rarely with the player’s experience as the primary focus.

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