By using this site, you agree to our Privacy Policy and our Terms of Use. Close

Forums - Microsoft - Just over half of Xbox Live subscribers pay to play

Just over half of Xbox Live subscribers pay to play

Just more than half of Xbox 360 owners who use the video game console's online service pay to play games online, according to an internal Microsoft document reviewed by the Seattle P-I.

Microsoft's Xbox 360 team regularly releases figures showing the popularity of its Xbox Live service, but the company has always declined to break down exactly how many pay to use it.

Microsoft offers two tiers of Xbox Live: A free "silver" subscription that gives users access to downloadable content and a paid "gold" subscription that allows members to play games with others online.

The Excel workbook seen by the P-I dates from February 2008 and includes Microsoft's internal projections only to June 2008. It therefore predates the launch of the New Xbox Experience, which introduced several additional features to the service and may have boosted the percentage of Xbox Live members willing to pay.

Still, the document shows that the percentage of Xbox 360 owners that paid to subscribe to Xbox Live stayed mostly steady for more than a year prior to the announcement of the relaunch in July 2008.

For instance, last February, 56 percent of worldwide Xbox Live members paid an annual, three-month or monthly fee to use the service, down from 60 percent a year earlier.

Unsurprisingly, the percentage was higher in the U.S., where 60 percent of Xbox Live members paid for Xbox Live a year ago, a percentage that also remained relatively flat.

A subscription costs $49.99 for 12 months, with lower charges for three-month or monthly memberships.

It's difficult to put the statistics in perspective.

Neither Nintendo's Wii nor Sony's PlayStation 3 charge for online multigame-playing on their consoles.

Because the number of Xbox 360s in use is steadily growing, the revenue possibilities from subscription fees are large.

In January, Microsoft said it had brought in more than $1 billion in revenue via Xbox Live since the launch of the Xbox 360, although it did not break down how it arrived at the figure.

Not all Xbox 360 owners sign up for paid or free Xbox Live subscriptions. For instance, Microsoft said earlier this month that it had 17 million Xbox Live members. The company has sold more than 28 million Xbox 360s since the Xbox 360's launch.

In an e-mailed statement, a Microsoft spokesman said the company would not comment on the "specifics of the document" although it confirmed that a majority of Xbox subscribers pay for the service.

"We've said before that Xbox LIVE is experiencing incredible growth; in January we had more new LIVE members join than any other month in the history of Xbox LIVE," the spokesman said. "With more than 17 million active members, a majority of whom are paying members, LIVE is a rich social entertainment and gaming experience that is unmatched in the industry."

Source: http://blog.seattlepi.nwsource.com/microsoft/archives/161658.asp

------------------

 

This is to be expected though.  MSFT needs to push higher XBL adoption but with the influx of Arcade owners this puts a damper on that goal.



Around the Network

So MS just randomly lets this Seattle PI see the workbook, then refuse to comment on it after it has been released?

Seems fishy. Although 60% is still a majority, I am betting that there is more than that who actually pay to play. Also, it does not mention if this includes Xbox Live card subscriptions that can be bought much cheaper at online retailers. I imagine with that addition the percentage is at least 5-10% higher.



So even before the NXE launched there were like 56-60% of the users paying for Xbox Live. So my guess is that the current situation is at least like 65%.

Let's caclulate a little bit:

There are more than 17 million Xbox Live users. Let's be very careful and assume that the launch of the NXE didn't have any influence on the percentaged share of paying users.

  • So 17 million * 60% = 10.2 million paying users.
  • Let's say they have the cheapest subscription. That would be the 12 months one for $50
  • MS generates 510 million USD / year just with the fees for Xbox Live. That is quite a number.
  • Remember: This is a very careful estimation! The number of paying users is probably around 11 million + not all of them are using the cheapest subscription + some of them are paying in GBP or Euro. (Xbox Live is like 50€ / year here!) This would lead to higher revenue in USD.

So let's talk about all the other stuff on Xbox Live.

According to VGC, the sales for Xbox Live Arcade generate an average revenue of 2 million USD / week.  This number might be not that accurate, because it is very hard to track those sales, but it is the only data we have. 2 million USD / week is again a very carful estimation. Probably a little bit more. And again we just calculate with USD, not GBP or Euro.

  • 52 weeks * 2 million = 104 million USD / year just for Xbox Live Arcade.

The Xbox Originals might generate a small revenue as well. They sure do, but we do not have any data. Just Peter Molyneux said once that the original Fable did great on Xbox Live. That is all.

Video on Demand - This is by far the biggest moneymaker on Xbox Live. 2/3 of all paid downloads are VoD. That is what (what was his name? Don Mattrick? Patrick? whatever^^) said on the E3 6 months ago. We don't know if he meant actual numbers or revenue. Anyhow, this shows that VoD on the Xbox360 is paying off.

DLC will see a rapidly growth this year. Some of the biggest games last year will get the DLC this year. Games like Fallout 3 will get 3 DLC (2 still to go), Fable II already received a DLC and of course there are the two DLCs for GTA IV. Besides that there will be DLC for smaller games like Tomb Raider or Skate2. The number of available DLC for the music games Lips / Rockband / Guitar hero are just crazy.

I don't know about the other stuff like themes or music-videos. I actually can't see them selling at all. But maybe that is just me. So they might generate some revenue but compared to the other stuff available on Xbox Live, this will have a very small percentaged share of the total revenue.

 

So I claim: MS generates 1 billion USD revenue / year just with Xbox Live and the available content. That is crazy.



Imagine not having GamePass on your console...

Nice analysis dirty. MS makes a killing off Live and rightfully so. I wonder how XBL 3.0 will be like? (Original Xbox=XBL 1; Xbox 360 blades=2.0; NXE=2.5; Xbox 720=3.0)