Since assuming leadership in February, Sharma has identified systemic inefficiencies within the company, including ballooning hardware costs and an overextended studio roster. To combat these, Xbox is pivoting toward a centralized model that prioritizes its strongest intellectual properties. The plan includes aggressive expansion of hit franchises into film, television, and global partnerships, specifically targeting markets like China. Sharma noted that three current Xbox properties already generate over $1 billion annually, though she stopped short of naming them.
Looking toward the end of the decade, the company aims to reach a billion daily players by 2030, leveraging Minecraft and casual titles from King to drive engagement. While console hardware remains the bedrock of Xbox revenue, the firm intends to use Game Pass, Windows, and streaming services as the primary gateways for new users. Management will evaluate this transition in stages, moving from initial stabilization in fiscal 2027 to scaling profitable, high-engagement businesses by 2029.

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