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Xbox LIVE Hits 1,000,000 Players! |
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| Microsoft Corp. today announced that more than 1 million people are now members of the worldwide Xbox Live... |
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| 2004-07-16 |
Microsoft Corp. today announced that more than 1 million
people are now members of the worldwide Xbox LiveTM 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:
Players in 24 countries have spent more than 160 million hours (or 20,000
years) playing Xbox Live!
Members are playing an average of 265,549 hours every day.
More than 100 game titles from a host of top publishers including Electronic
Arts Inc., Microsoft Game Studios, THQ and Ubisoft Entertainment are playable on
Xbox Live, and the number is expected to rise to 150 by the end of the calendar
year.
Players have logged more than 220 million online sessions, an average of
10.5 million sessions per month.
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.
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 NFL
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 Corporate Vice President of Worldwide
Marketing and Publishing Peter Moore. "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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