Microsoft Corp. today announced that more than 1 million people are now members
of the worldwide Xbox Live online video gaming service. With peak usage time
for Xbox Live between 7:30 and 9 p.m., this thrill-seeking throng is showing that
they prefer to play TV.
As evidence of online gameplay's mass appeal and growing importance in the digital
entertainment landscape, Xbox Live reached the million-member mark three times faster
than other subscriber-based entertainment services such as Home Box Office Inc.,
America Online Inc. and TiVo Inc.
Microsoft, which introduced the first broadly adapted online gaming service in
November 2002 with the launch of Xbox Live, continues to expand the appeal and adoption
of broadband. New Xbox Live feature introductions like video chat, content downloads,
voice messages and alerts, coupled with highly anticipated games, have
fueled rapid uptake and catapulted online gaming into mainstream entertainment.
Much has happened since the service was unveiled:
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Players in 24 countries have spent more than 160 million hours (or 20,000 years)
playing Xbox Live.
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Members are playing an average of 265,549 hours every day.
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More than 100 game titles from a host of top publishers including Electronic
Arts Inc., Microsoft Game Studios, THQ and Ubisoft
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Entertainment are playable on Xbox Live, and the number is expected to rise
to 150 by the end of the calendar year.
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Players have logged more than 220 million online sessions, an average of 10.5
million sessions per month.
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More than 200 pieces of downloadable content are currently available to expand
and enhance already great games, including new levels, new characters, new multiplayer
modes and updated sports rosters.
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The top 15 cities worldwide boasting the most Xbox Live members are Tokyo; London;
Houston; Chicago; Toronto; San Diego; New York; Brooklyn, N.Y.; Los Angeles;
Miami; Seattle; Calgary, Alberta, Canada; San Antonio; Las Vegas; and Seoul,
Korea.
"Consumers are clearly choosing Xbox Live online video games as the new digital
entertainment nirvana," said Microsoft Senior Vice President of the Home and Entertainment
Division and Chief Xbox Officer Robbie Bach. "Our community has reached a million
members in record time, and we've got hot new games and expanded features that will
continue to feed our customer's almost insatiable appetite for online play."
This fall, Xbox Live membership promises to grow even more as several blockbuster
franchises hit the service. Electronic Arts Inc.'s lineup of popular titles, including
"Madden Football 2005," "NCAA Football 2005" and "FIFA Soccer 2005," will be Xbox
Live-enabled, as will "Halo® 2,"Microsoft Game Studios' much-anticipated sequel
to the best-selling Xbox title of all time.
Also this fall, Xbox Live members can enjoy a selection of quick and easy casual
games via a new feature called Xbox Live Arcade. Classic card, puzzle, trivia, retro
and action arcade games from publishers such as Atari Corp. and Namco Ltd. will
be featured in the Arcade, giving gamers yet another innovative way to play together
online.
"Great game content has been and will continue to be the key to the success of
Xbox Live," said Cameron Ferroni, general manager of Xbox Live. "What really sets
the service apart from others is that we make it incredibly easy for consumers to
get online, find their friends, join a game and start playing right away; Xbox Live
is a great experience every time they play, regardless of what they play."
Xbox Live is currently available in 24 countries: Australia, Austria, Belgium,
Canada, Denmark, Finland, France, Germany, Hong Kong, Ireland, Italy, Japan, Korea,
Mexico, New Zealand, Norway, Singapore, Spain, Sweden, Switzerland, Taiwan, the
Netherlands, the United Kingdom and the United States.
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