Xbox Console Sales Decline Causing 33% Hardware Revenue Drop; Xbox Live Active Users Grow 33% YoY
Microsoft just released its financial results for fiscal year 2016, ended on June 30th. The full figures can be seen below, and they are firmly in the black for the whole company.
- Revenue was $85.3 billion GAAP, and $92.0 billion non-GAAP
- Operating income was $20.2 billion GAAP, and $27.9 billion non-GAAP
- Net income was $16.8 billion GAAP, and $22.3 billion non-GAAP
- Diluted earnings per share was $2.10 GAAP, and $2.79 non-GAAP
Results for the fourth fiscal quarter are as follows:
- Revenue was $20.6 billion GAAP, and $22.6 billion non-GAAP
- Operating income was $3.1 billion GAAP, and $6.2 billion non-GAAP
- Net income was $3.1 billion GAAP, and $5.5 billion non-GAAP
- Diluted earnings per share was $0.39 GAAP, and $0.69 non-GAAP
We also get some data on the performance of the “More Personal Computing” segment, that includes gaming, and on the Xbox brand in particular. The whole segment declined year-on-year by 4% in revenue and by 3% in gross margin, partly due to a steep 33% fall in Xbox hardware revenue, influenced by both lower sales and lower pricing (during the following conference call, CFO Amy Hood clarified that lower unit sales are mostly related to Xbox 360 and lower pricing to Xbox One).
On the other hand, monthly active users and revenue increased for Xbox Live, respectively by 33% (reaching a total of 49 million) and 4%, partly offsetting the hardware loss. As a result, gaming revenue decreased by 9% year-on-year.
- Xbox Live monthly active users grew 33% year-over-year to 49 million
- Gaming revenue decreased $152 million or 9%, primarily due to lower Xbox hardware revenue, offset in part by higher revenue from Xbox Live. Xbox hardware revenue decreased 33%, mainly due to a decline in consoles sold and lower prices of consoles sold. Xbox Live revenue increased 4%, driven by higher volume of transactions and revenue per transaction.
Operating income for the whole “More Personal Computing” segment actually increased by 59%, primarily due to lower operating expenses.
Below you can see the presentation slides for the More Personal Computing Segment, including a breakdown of the gaming segment. In brighter news, hours spent on gaming increased by 13% on Xbox One and by 19% on Windows 10 during the quarter.