Xbox Live hits 57 million monthly active users in FY18 Q4

Today, Microsoft revealed its earnings report for the latest fiscal quarter (FY18 Q4). The company posted revenue of $30.1 billion and net income of $8.9 billion. That's up from the same period a year ago, during which Microsoft brought in $25.6 billion in revenue and $8.1 billion in net income. While the majority of people are analyzing the growth of the Cloud or Surface businesses, a lot of gamers want to know how the Gaming division is doing. Well, the short answer to that is that it's great news across the board.

Gaming revenue went up by 39 percent to $2.29 billion, including a 36 percent jump for Xbox software and services. This pushed the yearly gaming revenue over $10 billion. According to Microsoft, gaming revenue went up primarily from strong third-party sales. At the same time, Xbox Live montly active users grew 8 percent to 57 million compared to the previous year's quarter. Active users refers to individuals who used the service within the last month.

We still don't know how many Xbox One consoles Microsoft has sold, but the fact that 57 million gamers utilized Xbox Live last quarter demonstrates healthy figures and significant engagement. Hopefully this trend will continue in the coming months.

At E3 2018, Microsoft doubled its studio portfolio by acquiring developers like Ninja Theory and Playground Games. Hopefully these teams can create world-class exclusives for the Xbox ecosystem in the coming years.

Keep an eye on for all the latest in Xbox and Windows 10 gaming, accessories, news, and reviews!

Asher Madan

Asher Madan handles gaming news for Windows Central. Before joining Windows Central in 2017, Asher worked for a number of different gaming outlets. He has a background in medical science and is passionate about all forms of entertainment, cooking, and antiquing.

  • Nice!
  • Wait do these financial statements account for the purchase and creation of the new MS studios? If so that is bloody impressive. I'd have thought a series of what must have been pretty significant investments in a short timeframe would've impacted the annual figures at the very least.
  • They generally don't. Acquisitions are generally counted against the corporation and not individual segments. The only way to do otherwise would be to take the cost of the acquisitions and subtract them from the gaming revenue. Microsoft spent $434 Million on acquisitions but not all of them were related to gaming.
  • Ah fair enough, cheers for the clarification.
  • If there are 57 million active users, I think that speaks very positively to the Xbox One market saturation.
  • I hope you know that that number includes a whole lot of different users. Not just XB1. It includes some PC, android, and even switch users...
  • Playstation > Xbox One
  • Cheese & Onion > BBQ
  • Fanboys lol
  • What I find funny is the marketing spin. The number of active users is down from last time but they will compare it to last year. When it didn't include the Minecraft players on switch or android... There is context for all these numbers but I guess it doesn't matter to some people.
    YAY big numbers = great performance!!!