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 that appear within games, and their concerns are not unfounded. The reputation of in‑game ads is mixed at best, often plagued by issues such as redirects to unrelated websites or apps, misleading creative, and hide‑away close buttons that frustrate users. A recent study conducted by eMarketer revealed that 52 % of players would abandon a game if they encountered several intrusive ad elements.

Losing half of an audience at the moment they are trying to engage is clearly a poor tactic. However, advertisements do 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 ads presented were of a high standard and felt appropriate.

With Xbox currently piloting an ad‑supported game‑streaming service and the overall expense of gaming continuing to climb, there is a genuine opportunity for well‑crafted ads to find a receptive home within the console ecosystem. The rationale for introducing a modest advertising layer to games is more compelling than many anticipate, and it has already been demonstrated to some extent by linear media platforms. Services such as Netflix, Disney+, and other streaming giants have shown that a hybrid model—offering both ad‑free and ad‑supported subscription tiers—can generate substantial revenue while keeping a broad audience engaged. Should Xbox’s experiment succeed, the company could not only preserve its existing paying subscriber base but also unlock a completely new revenue stream at a moment when additional income is highly desirable.

This development matters because console gaming is increasingly being positioned as a premium product. The price tags on new consoles, blockbuster titles, accessories, and downloadable content (DLC) have all risen sharply, making it more difficult for the average consumer to justify the expense.

Xbox itself has acknowledged that, when executed correctly, advertising can lower the barrier to entry and make gaming more affordable for a wider demographic. Mobile gaming has already proven that ad‑supported tiers can provide a gateway for players who are unwilling or unable to pay large upfront costs.

Crucially, any advertising model Xbox adopts would be optional. Players who prefer an uninterrupted experience could continue to pay a subscription fee to avoid ads, while those who are comfortable with occasional commercial breaks could enjoy a reduced‑price or even free tier.

By offering a two‑track system, Xbox aims to retain its loyal fan base while simultaneously inviting newcomers who might otherwise be deterred by high costs. Although concrete survey data on the latest Xbox announcement is not yet available, it is reasonable to assume that a large majority of gamers would tolerate a 30‑second advertisement if it granted them an hour of gameplay on a beloved or brand‑new title. Happydemics’ analysis of 285 in‑game campaigns across the United Kingdom and North America demonstrates that ads delivered within games consistently outperform television, social media, and other online formats in terms of recall and attribution.

In other words, players are more likely to remember an ad they saw while playing and correctly associate it with the sponsoring brand. Xbox’s “around‑the‑game” strategy—where ads appear before the game launches rather than during the gameplay itself—adds another layer of intrigue. Our data indicate that these pre‑game placements achieve higher recall and attribution scores compared with ads embedded directly inside the game world.

This distinction is important because, while traditional TV or social ads may be memorable, they do not always create a clear link between the ad and the brand in the consumer’s mind. Gaming, by contrast, appears to excel in forging that connection, which explains why companies like Xbox and Electronic Arts are increasingly exploring ad‑based models. It is also worth noting that Xbox’s ads are not intended to interrupt the actual play session.

By positioning commercials before the game starts, the company hopes to preserve the immersive experience that gamers value. This approach benefits both players—who avoid mid‑game interruptions—and advertisers, who gain a placement that feels integrated rather than disruptive.

Relevance will be a key factor for the success of these ads. Nobody wants to see a promotion for cat food when they do not own a cat, or an advertisement for a game they have already completed.

Contextual, well‑targeted ads that align with a player’s interests will be essential to prevent users from abandoning the session at the first sign of irrelevant content. When executed thoughtfully, this model offers brands a powerful platform to reach new audiences while respecting the player’s time.

Nevertheless, Xbox is venturing into largely uncharted territory. The first unknown is how gamers 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 move toward ad‑supported game streaming reflects a bold strategy by 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 of our gaming‑ad campaigns have relied on a “watch an ad, earn an extra life” mechanic, where the advertisement provides a tangible in‑game benefit. Xbox’s proposal differs: players would watch a commercial to gain access to a game they already own, rather than receiving a direct in‑game reward. Our current data set does not yet indicate how this particular trade‑off will be perceived.

Research on ad format perception does, however, offer some guidance. When participants are asked to describe the formats they remember positively, terms such as “non‑intrusive” and “immersive” consistently rank among the top descriptors. If Xbox—and potentially other platforms in the future—aims to make advertising a lasting component of the gaming experience, these two qualities will need to be at the forefront of design and execution. Looking ahead, I anticipate that Xbox will neither be the first nor the last major console to experiment with ad‑supported models.

Advertising in games has existed for many years, but it has rarely been implemented with the player’s experience as the primary concern. Should Xbox manage to strike the right balance, it could pave the way for other developers and publishers to adopt similar strategies, ultimately making video games more accessible to everyday gamers and opening up fresh revenue channels for the industry.