Technology

Why EA Is Creating a New Division Just for Ads Inside Games

Martin HollowayPublished 2d ago4 min readBased on 2 sources
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Why EA Is Creating a New Division Just for Ads Inside Games

Electronic Arts, the company behind popular games like The Sims and Apex Legends, has created a new internal division with one job: grow advertising inside its games. This is significant because it means EA is treating advertising as seriously as game development itself, not just an afterthought.

The division works closely with SEED, EA's research team. In September 2024, SEED said it was focusing on gameplay innovation and storytelling. The fact that the new ad division is tapping into this research suggests EA wants to make ads feel more like part of the game experience rather than just commercial interruptions.

EA's legal disclosures already state that its games collect data to support advertising. Most major software companies say the same thing. But now that EA has created a dedicated division for ads, that data collection looks less like a precaution and more like a core part of how the company plans to operate.

How This Works

In-game advertising is not new. Sports games have had virtual billboards since the late 1990s. For over a decade, companies have been able to change ads on the fly based on where a player lives or what time of year it is. What is changing is the sophistication.

Today's ad systems can track what players do in extreme detail — how long they look at a virtual billboard, how many times they see it, whether they interact with brand-related objects in the game. When that tracking happens across millions of logged-in players, it becomes powerful for advertisers. Think of it like a television network that knows exactly which viewer is watching, for how long, and what ads they pay attention to. EA's games across phones, computers, and consoles give it exactly that kind of audience.

Putting this capability in one dedicated division rather than spreading it across different game studios makes a big difference. One unified team can sell advertising space across all of EA's games to major brands. If each game studio handled ads separately, the inventory would be fragmented and less attractive to advertisers.

The biggest challenge here is not technical. EA clearly has the engineering expertise. The real question is whether players will accept it. Gamers have historically resisted what they see as aggressive monetisation tactics. Years ago, loot boxes — randomised treasure chests that players could buy — faced player backlash and regulatory investigation in multiple countries. In-game advertising is different from loot boxes and does not involve gambling, but the core issue remains: what will players tolerate inside a game they may have paid full price for.

There is also the question of privacy. In Europe and California, laws like GDPR and CCPA require companies to get clear permission before collecting data about people's behaviour for advertising purposes. A simple virtual billboard does not need much data. A system that tracks where players look, what they interact with, and how long they stay in one area needs considerably more. EA will have thought carefully about this, but actually running such a system across dozens of games, on multiple platforms, in different countries is where legal rules often clash with real-world operation.

The fact that EA is bringing in its research team is interesting. If EA simply wanted to place ads inside games, it would not need a dedicated research division. The connection suggests that EA may be trying to make ads feel more like natural parts of the game world — embedded in the story or interactive — rather than something that interrupts play. Whether players will find that less annoying or more intrusive depends on how it is done.

For advertisers, EA's approach is attractive. Gaming audiences are young, wealthy, and deeply engaged with the medium in ways that traditional television audiences no longer are. Those audiences are becoming harder to reach through old media channels. The demand from major brands is real. The questions are all on EA's side: whether players will accept it, and whether the company can handle the privacy and regulatory complexity.