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Xbox is the 87th Most Valuable Brand in the world

Forums - Microsoft Discussion - Xbox is the 87th Most Valuable Brand in the world

Dante9 said:
I get the sense that the listing OP mentioned relates more to revenue than brand recognition. Maybe revenue streams under the Xbox name are bigger than those of Sony or Nintendo. Microsoft has always been one step ahead with their online services and whatnot.
But in terms of actual recognition? No way. Just no way. Microsoft is up there, because of Windows, but Xbox, not so much.

Revenue for the quarter ending June 30th

Xbox - $2.06 Billion

Playstation - $4.62 Billion

Nintendo - $1.58 Billion



LTD Sales Predictions: PS4 - 130m, Switch - 110m, XBO - 52m
2019 Sales : PS4 - 15m, Switch - 18.8m, XBO - 4.8m
2020 Sales: Switch - 22m (Peak Year)

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They need to do better research next time.



Azzanation said:
COKTOE said:

Can you really put trust in a company who replaces the "s" at the end of their name with a "z" to be accurate in reporting which gaming company is on top?

And yet you are on a site called VGChartz..

This legit made me chuckle.
Gave you a like for it.



Number of days to reach 50M from 40M : 198 days
Number of days to reach 60M from 50M : 187 days
Number of days to reach 70M from 60M : 175 days
Number of days to reach 80M from 70M : 227 days

Necro-bump this 2020: http://gamrconnect.vgchartz.com/thread.php?id=229249

Thread backfire I'm afraid, there are loads of apparent research with different results. You merely cherry picked one to confirm your bias, quite sad really.



Just FYI- how they calculated this list (from their own website):

Step 1

We begin with the brand’s parent company, which generates earnings from:
Tangible assets – (assets with a physical form, which include fixed assets - e.g. buildings, machinery, land & current assets e.g. cash and inventory)
Intangible assets (such as patents, trademarks and brands)
Example - ‘Volkswagen AG’ is a parent company that generates earnings from tangible assets like its manufacturing plants and equipment, as well as its intangible assets - the brand names under which the cars are sold – Volkswagen, Audi, SEAT etc.
To determine the proportion of earnings directly derived from the company’s intangible assets we begin with Corporate Earnings - sourced from Bloomberg, which represent the latest annual earnings reported by the parent company. Then by using other financial data from the same source, we calculate and apply a metric called the Intangible Ratio.
By multiplying Corporate Earnings by the Intangible Ratio, we are left with Intangible Earnings, which represent earnings derived from intangible assets.

Step 2

Next, we need to determine the proportion of these Intangible Earnings that are directly attributable to the brand we want to value.
To do this we take the Intangible Earnings identified in Step 1 and apply the Attribution Rate, which literally attributes a proportion of the parent company’s Intangible Earnings to the brand we want to value.
The Attribution Rate is determined by analysis of brand level financial information from the parent company’s published financial reports and other credible sources, such as data from Kantar’s Consulting and Worldpanel Divisions.
Once the Attribution Rate is applied to Intangible Earnings, we are left with Branded Intangible Earnings i.e. the proportion of the parent company’s Intangible Earnings that can be attributed to the specific brand in question e.g. this step would attribute a proportion of Volkswagen AG’s Intangible Earnings to Volkswagen, Audi, SEAT etc.

Step 3

The final step is to consider the projected earnings of the brand in question, which measures the brand’s ability to generate earnings in the future and requires the addition of a final component – the Brand Multiple, which is also calculated from financial data sourced from Bloomberg. It’s similar to the calculation used by financial analysts to determine the market value of stocks (Example: 6X earnings or 12X earnings).
When we multiply the Branded Intangible Earnings from Step 2 by the Brand Multiple, we reach the brand’s true Financial Value – i.e. the proportion of the parent company’s $ value that can be attributed to the brand in question accounting for current and projected performance

So for me these rankings tell me they're piggybacking off of the success of the parent company's (Microsoft's) financial earnings, as well as projected future earnings, and don't really focus on actual gaming brand recognition.  Which makes since when you look at actual sales data- with both Sony and Nintendo outselling the Xbox brand 2-1, 3-1, 10-1, sometimes even 1000-1 in worldwide markets.

Last edited by Zombie9ers - on 10 August 2019

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JRPGfan said:
Azzanation said:

And yet you are on a site called VGChartz..

This legit made me chuckle.
Gave you a like for it.

I gave Azzanation a like because I was impressed with how he could miss Coktoe's obvious joke.



Replicant said:
JRPGfan said:

This legit made me chuckle.
Gave you a like for it.

I gave Azzanation a like because I was impressed with how he could miss Coktoe's obvious joke.

My head just filled with thoughts of Rainier Wolfcastle...

https://i.kym-cdn.com/entries/icons/facebook/000/012/132/thatsthejoke.jpg



Fancy hearing me on an amateur podcast with friends gushing over one of my favourite games? https://youtu.be/1I7JfMMxhf8

Ganoncrotch said:
Replicant said:

I gave Azzanation a like because I was impressed with how he could miss Coktoe's obvious joke.

My head just filled with thoughts of Rainier Wolfcastle...

https://i.kym-cdn.com/entries/icons/facebook/000/012/132/thatsthejoke.jpg

Exactly



Zombie9ers said:

Just FYI- how they calculated this list (from their own website):

Step 1

We begin with the brand’s parent company, which generates earnings from:
Tangible assets – (assets with a physical form, which include fixed assets - e.g. buildings, machinery, land & current assets e.g. cash and inventory)
Intangible assets (such as patents, trademarks and brands)
Example - ‘Volkswagen AG’ is a parent company that generates earnings from tangible assets like its manufacturing plants and equipment, as well as its intangible assets - the brand names under which the cars are sold – Volkswagen, Audi, SEAT etc.
To determine the proportion of earnings directly derived from the company’s intangible assets we begin with Corporate Earnings - sourced from Bloomberg, which represent the latest annual earnings reported by the parent company. Then by using other financial data from the same source, we calculate and apply a metric called the Intangible Ratio.
By multiplying Corporate Earnings by the Intangible Ratio, we are left with Intangible Earnings, which represent earnings derived from intangible assets.

Step 2

Next, we need to determine the proportion of these Intangible Earnings that are directly attributable to the brand we want to value.
To do this we take the Intangible Earnings identified in Step 1 and apply the Attribution Rate, which literally attributes a proportion of the parent company’s Intangible Earnings to the brand we want to value.
The Attribution Rate is determined by analysis of brand level financial information from the parent company’s published financial reports and other credible sources, such as data from Kantar’s Consulting and Worldpanel Divisions.
Once the Attribution Rate is applied to Intangible Earnings, we are left with Branded Intangible Earnings i.e. the proportion of the parent company’s Intangible Earnings that can be attributed to the specific brand in question e.g. this step would attribute a proportion of Volkswagen AG’s Intangible Earnings to Volkswagen, Audi, SEAT etc.

Step 3

The final step is to consider the projected earnings of the brand in question, which measures the brand’s ability to generate earnings in the future and requires the addition of a final component – the Brand Multiple, which is also calculated from financial data sourced from Bloomberg. It’s similar to the calculation used by financial analysts to determine the market value of stocks (Example: 6X earnings or 12X earnings).
When we multiply the Branded Intangible Earnings from Step 2 by the Brand Multiple, we reach the brand’s true Financial Value – i.e. the proportion of the parent company’s $ value that can be attributed to the brand in question accounting for current and projected performance

So for me these rankings tell me they're piggybacking off of the success of the parent company's (Microsoft's) financial earnings, as well as projected future earnings, and don't really focus on actual gaming brand recognition.  Which makes since when you look at actual sales data- with both Sony and Nintendo outselling the Xbox brand 2-1, 3-1, 10-1, sometimes even 1000-1 in worldwide markets.

Flawed methodology....

Instead of just focusing on the Xbox division, and what profits it brings to the table, their looking at Microsofts (as a whole).

The fact that claims from Microsoft of reaching "2 billion gamers" might factor into the value of the brand on this list is silly.
Silly claims shouldn't increase a brands value (imo).


Basically this list is pure PR Bullsh*t.



Number of days to reach 50M from 40M : 198 days
Number of days to reach 60M from 50M : 187 days
Number of days to reach 70M from 60M : 175 days
Number of days to reach 80M from 70M : 227 days

Necro-bump this 2020: http://gamrconnect.vgchartz.com/thread.php?id=229249

Do they release their metric for value?


Cause it surely isn't based on revenue, profit, market saturation and global prevalence.