Microsoft’s Gaming Revenue Grows Thanks to Games and Xbox Live, Offsetting Weaker Hardware Revenue
Microsoft discloses its quarterly financial results, talking about the performance of the Xbox business in the months between April and June.
Microsoft announced today its financial results for the third quarter of fiscal year 2017, which started on April 1st and ended on June 30th, 2017.
Below you can see the specific results for the “More Personal Computing” segment of the business, that includes gaming.
We learn that Xbox Live active users have grown quarter-on-quarter from 52 to 53 millions, while they growth is much larger year-on-year, with a four million increase. This translates in a 8% increase from the same quarter last year.
More importantly, Gaming revenue increased by 3% (or 4% in constant currency) as strong sales for Xbox software and services, which basically means games and Xbox Live, managed to offset weaker hardware revenue, leading the business into active growth.
If we look at Xbox software and services revenue on its own, it grew by a substantial 11% (or 13% in constant currency) year-on-year, and this is definitely a respectable result.
Looking at the corporation as a whole, all numbers are in the black.
- Revenue was $23.3 billion GAAP, and $24.7 billion non-GAAP
- Operating income was $5.3 billion GAAP, and $7.0 billion non-GAAP
- Net income was $6.5 billion GAAP, and $7.7 billion non-GAAP
- Diluted earnings per share was $0.83 GAAP, and $0.98 non-GAAP
If you want to compare today’s results with those of the previous quarter (from January 1st to March 31st), you can check those out here.