Virginie Chesnais serves as the chief marketing officer at Happydemics, a platform that specializes in ad‑tech analytics. For many years, gamers have approached in‑game advertising with skepticism, and their concerns are not unfounded. The reputation of ads within video games is mixed, often plagued by issues such as redirects to unrelated sites, misleading content, or the absence of a clear way to close the ad. These frustrations have contributed to a general wariness toward advertising in interactive entertainment.

A recent study conducted by eMarketer revealed that 52 % of players would abandon a game if they encountered several intrusive ad elements. Losing more than half of an audience at the moment you are trying to engage them is clearly not a sustainable approach.

However, the same research also indicated that one in five gamers would actually increase the frequency with which they play a title if the in‑game advertisements were of high quality and well integrated. Xbox is currently experimenting with an ad‑supported game‑streaming service, and the cost of gaming continues to climb. In this environment, well‑crafted advertisements could find a natural and welcome niche.

The argument for a hybrid "ads‑for‑games" model is stronger than many assume, and it is already partially validated by the success of ad‑supported tiers in linear media. Services such as Netflix, Disney+, and other streaming platforms have demonstrated that a steady revenue stream can be generated while still offering a free, ad‑backed option.

If Xbox’s experiment proves viable, it could not only preserve its subscription‑based revenue but also unlock a previously untapped source of income—a crucial development for a brand that faces mounting financial pressures. The relevance of this shift is underscored by the fact that console gaming is increasingly positioned as a premium experience. Prices for games, consoles, accessories, and downloadable content have risen sharply, making it harder for the average consumer to justify the expense. Xbox itself has acknowledged that, when executed correctly, advertising can lower the barrier to entry for gamers.

Mobile gaming has already shown that ad‑supported tiers can provide a gateway for players who are reluctant to make large upfront purchases, allowing them to enjoy content in exchange for watching short commercials. Importantly, any ad‑based model on Xbox would be optional. Players who prefer an uninterrupted experience could continue to pay a subscription fee, while those willing to tolerate a brief ad could access games at a reduced cost. This two‑tier system aims to keep the existing fan base satisfied while simultaneously attracting new users who might otherwise be deterred by price.

Although concrete survey data on this specific initiative is not yet available, it is reasonable to assume that a large majority of gamers would accept a 30‑second advertisement if it granted them an hour of gameplay on a favorite or newly released title. Xbox’s internal research likely supports this hypothesis. Happydemics has analyzed 285 in‑game advertising campaigns across the United Kingdom and North America, finding that in‑game ads 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 gaming and correctly associate it with the sponsoring brand.

This advantage becomes even more pronounced when ads are placed "around the game"—for example, before the gameplay begins—rather than embedded directly within the game world. Our data indicate that such pre‑game placements generate higher recall and clearer brand attribution than intrinsic in‑game placements. The distinction matters because while we can often recall ads seen on TV or scrolling through a social feed, we do not always connect those impressions to a specific brand.

Gaming appears to occupy a unique position in this regard, which explains why companies like Xbox and EA are increasingly exploring ad‑based revenue models. It is crucial to note that Xbox’s plan focuses on pre‑game advertising rather than intrusive in‑game pop‑ups.

In‑game formats tend to excel further down the marketing funnel, delivering stronger brand‑image uplift, consideration, interest, and likeability. A combination of pre‑game and in‑game ads could theoretically offer the best of both worlds for advertisers, but it also risks greater pushback from players if not handled delicately.

Xbox has pledged that its ads will not be disruptive. By placing commercials before the game launches, 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 wants their message to be part of the experience rather than a nuisance. Relevance is another key factor.

No one enjoys seeing an advertisement for cat food when they do not own a cat, or a promotion for a game they have already completed. By delivering contextual, audience‑specific ads, Xbox can minimize the likelihood of players abandoning the session while providing brands with a highly targeted platform. Nevertheless, Xbox is venturing into largely uncharted territory.

The first unknown is how the gaming community will react to these pre‑game ads; the second is whether the revenue generated will be sufficient to sustain the model over the long term. The decision to explore ad‑supported streaming reflects a bold, risk‑taking mindset from Xbox CEO Asha Sharma, who appears willing to experiment with new monetisation strategies. Historically, many gaming ad campaigns have relied on "watch an ad, earn an extra life" mechanics. Xbox’s proposal is different: it asks players to watch an ad to gain access to a game they already own.

Our existing data set does not yet reveal how this particular trade‑off will be received. However, broader research on ad format perception shows that descriptors such as "non‑intrusive" and "immersive" rank among the most positively viewed attributes. If Xbox—and potentially other platforms in the future—aim to make gaming ads successful, these two qualities will be essential metrics to monitor. In my view, Xbox will not be the first nor the last to trial such a strategy.

Advertising has been part of gaming for years, but rarely with the player’s experience at the forefront. Should Xbox manage to integrate ads in a way that feels seamless and optional, it could pave the way for other companies to follow suit, ultimately making video games more affordable and accessible for everyday players.