I swear you guys don't read my posts, you just skim them to find something to attack and continue on your day. I've explained this stuff over and over, but I'm sure the next few posts after this will be more of the usual responses.
First. you yourself can go through every single quarter for the past 9 years in the link. Go find me a single mention of accessories whenever Microsoft talks about hardware. You won't find any mention of controllers like the Elite having an impact on revenue for a quarter, Kinect, anything, but what Microsoft does make note of, and only makes a note of, is whether or not Xbox hardware revenue is impacted by console unit sales going up or down, along with ASP going up or down. The only mentions regarding hardware for 9 years of reporting only refer to consoles. Never accessories.
Secondly, we can use the revenue that's been math'd out with known Xbox hardware unit sales Microsoft reported on in 2014/2015.
I've already done the math on splitting Xbox content and services + hardware revenue. This is literally something anyone can do, and you can check my numbers with every single YOY comparison Microsoft gives out to see they are accurate.
FY 2015 (July 2014 - June 2015)
Quarter | Gaming | Content and Services | Hardware |
---|
Q1 (Jul-Sep) | $1,990,000,000 | $1,097,000,000 | $893,000,000 |
Q2 (Oct-Dec) | $3,529,000,000 | $1,353,000,000 | $2,176,000,000 |
Q3 (Jan-Mar) | $1,764,000,000 | $1,225,000,000 | $539,000,000 |
Q4 (Apr-Jun) | $1,751,000,000 | $1,260,000,000 | $491,000,000 |
Total | $9,034,000,000 | $4,935,000,000 | $4,099,000,000 |
FY 2016 (July 2015 - June 2016)
Quarter | Gaming | Content and Services | Hardware |
---|
Q1 (Jul-Sep) | $1,996,000,000 | $1,255,000,000 | $741,000,000 |
Q2 (Oct-Dec) | $3,721,000,000 | $1,741,000,000 | $1,980,000,000 |
Q3 (Jan-Mar) | $1,828,000,000 | $1,429,000,000 | $399,000,000 |
Q4 (Apr-Jun) | $1,599,000,000 | $1,270,000,000 | $329,000,000 |
Total | $9,144,000,000 | $5,695,000,000 | $3,449,000,000 |
FY 2017 (July 2016 - June 2017)
Quarter | Gaming | Content and Services | Hardware |
---|
Q1 (Jul-Sep) | $1,886,000,000 | $1,336,000,000 | $550,000,000 |
Q2 (Oct-Dec) | $3,617,000,000 | $2,063,000,000 | $1,554,000,000 |
Q3 (Jan-Mar) | $1,906,000,000 | $1,529,000,000 | $377,000,000 |
Q4 (Apr-Jun) | $1,643,000,000 | $1,410,000,000 | $233,000,000 |
Total | $9,052,000,000 | $6,338,000,000 | $2,714,000,000 |
FY 2018 (July 2017 - June 2018)
Quarter | Gaming | Content and Services | Hardware |
---|
Q1 (Jul-Sep) | $1,896,000,000 | $1,611,000,000 | $285,000,000 |
Q2 (Oct-Dec) | $3,920,000,000 | $2,145,000,000 | $1,775,000,000 |
Q3 (Jan-Mar) | $2,251,000,000 | $1,896,000,000 | $355,000,000 |
Q4 (Apr-Jun) | $2,286,000,000 | $1,923,000,000 | $363,000,000 |
Total | $10,353,000,000 | $7,575,000,000 | $2,778,000,000 |
FY 2019 (July 2018 - June 2019)
Quarter | Gaming | Content and Services | Hardware |
---|
Q1 (Jul-Sep) | $2,738,000,000 | $2,184,000,000 | $554,000,000 |
Q2 (Oct-Dec) | $4,232,000,000 | $2,802,000,000 | $1,430,000,000 |
Q3 (Jan-Mar) | $2,363,000,000 | $2,124,000,000 | $239,000,000 |
Q4 (Apr-Jun) | $2,053,000,000 | $1,864,000,000 | $189,000,000 |
Total | $11,386,000,000 | $8,974,000,000 | $2,412,000,000 |
FY 2020 (July 2019 - June 2020)
Quarter | Gaming | Content and Services | Hardware |
---|
Q1 (Jul-Sep) | $2,542,000,000 | $2,176,000,000 | $366,000,000 |
Q2 (Oct-Dec) | $3,327,000,000 | $2,507,000,000 | $820,000,000 |
Q3 (Jan-Mar) | $2,349,000,000 | $2,157,000,000 | $192,000,000 |
Q4 (Apr-Jun) | $3,357,000,000 | $3,075,000,000 | $282,000,000 |
Total | $11,575,000,000 | $9,915,000,000 | $1,660,000,000 |
FY 2021 (July 2020 - June 2021)
Quarter | Gaming | Content and Services | Hardware |
---|
Q1 (Jul-Sep) | $3,092,000,000 | $2,825,000,000 | $267,000,000 |
Q2 (Oct-Dec) | $5,031,000,000 | $3,505,000,000 | $1,526,000,000 |
Q3 (Jan-Mar) | $3,533,000,000 | $2,896,000,000 | $637,000,000 |
Q4 (Apr-Jun) | $3,714,000,000 | $2,947,000,000 | $767,000,000 |
Total | $15,370,000,000 | $12,173,000,000 | $3,197,000,000 |
FY 2022 (July 2021 - June 2022)
Quarter | Gaming | Content and Services | Hardware |
---|
Q1 (Jul-Sep) | $3,593,000,000 | $2,883,000,000 | $710,000,000 |
Q2 (Oct-Dec) | $5,442,000,000 | $3,855,000,000 | $1,587,000,000 |
Q3 (Jan-Mar) | $3,740,000,000 | $3,015,000,000 | $725,000,000 |
Q4 (Apr-Jun) | $3,455,000,000 | $2,770,000,000 | $685,000,000 |
Total | $16,230,000,000 | $12,523,000,000 | $3,707,000,000 |
FY 2023 (July 2022 - June 2023)
Quarter | Gaming | Content and Services | Hardware |
---|
Q1 (Jul-Sep) | $3,610,000,000 | $2,810,000,000 | $800,000,000 |
Q2 (Oct-Dec) | $4,758,000,000 | $3,380,000,000 | $1,378,000,000 |
Q3 (Jan-Mar) | | | |
Q4 (Apr-Jun) | | | |
Total | | | |
These were combined Xbox 360 and Xbox One shipments but since we have a revenue number to work with and we have a general idea of what each console was selling for, if we can clear those out we will see if there's any money left over for non console revenue. Here's what I mean.
Official reported Xbox hardware shipments 2014 - 2015
Jul-Sep 2014: 2.4M
Oct-Dec 2014: 6.6M
Jan-Mar 2015: 1.6M
Apr-Jun 2015: 1.4M
Do note that for the fiscal year Microsoft reported 12.1M shipments so some or all quarters here are not exactly 2,400,000 for example.
The easiest quarter to work out is Jul-Sep 2014 as that is before the big US price cut to $349 in November. The vast majority of Xbox One's are going to be the $399 Xbox One. Something in the range of 70-80% as even though the $399 XB1 should have been a massive seller killing the Kinect SKU, we have a leak from the June 2014 NPD that shows only 55% of XB1 sales were from the $399 SKU, and the Kinect SKU wasn't even impacted negatively by its introduction. Over the next three months though there would be massive Fall releases like Madden (which had a successful $399 bundle) and Destiny which should've been pushing the lower priced SKU more.
Using a range of 70-80% $399 Xbox One's is an ASP of $420-$430.
The Xbox 360 is a bit harder to pin down but by September 2014 Microsoft was selling Kinect bundles and a 500GB bundle at $249. The $199 4GB should've stayed the same and any 250GB bundles would match the Kinect price until the 500GB SKU releases. So I dunno, $220 as an ASP? Lower if the 4GB is what's popular in 2014?
We could just do it now. ~2,400,000 hardware units were shipped and Xbox hardware generated ~$893,000,000 in revenue.
Very quickly I end up at the following.
Xbox One: 1,800,000 * $425 = $765,000,000
Xbox 360: 600,000 * $220 = $132,000,000
Total: 2,400,000 = $897,000,000
And that's OVER the $893M that Xbox hardware generated.
It being THAT close immediately just means there's some slight adjustments that need to be done to the ASP of each console and it hits all 100% of the hardware revenue, even just altering the units by 100K won't have a major impact, like moving XB1 down to 1.7M and 360 up to 700K. Quite simply, controllers, headsets and the like can not fit into hardware revenue. Microsoft has never made any mention of them when reporting what impacted hardware revenue and we just quickly math'd out console shipments taking up every dollar.
You can work this math out too if you still disagree. Just remember the following:
You need to hit ~2,400,000 combined XB1 and 360 units.
Xbox One SKU's at the time were $399 No Kinect and $499 Kinect
Xbox 360 SKU's at the time were ~$250 Kinect and 500GB bundle, possibly ~$200 4GB.
Like, even if you just use $400 and $200, 2.1M XB1 and 300K 360 is $900,000,000. All hardware is console revenue only.
You'd have to assume something ridiculous like 1.5M XB1 and 900K 360 at exactly $400 and $200 to hit revenue of ~$780M, leaving ~$110M for accessories, but that is too little for that. Microsoft would be shipping $50 Xbox 360 controllers, $60 Xbox One controllers, all the Xbox 360 and Xbox One headsets, standalone Kinect, etc. And again, that's assuming a pretty low XB1 number for Q3, a very high 360 number, and both only shipping the lowest priced SKU, when we know Microsoft shipped higher priced SKU for both.
Microsoft most likely throws controllers into PC accessories. Here, they state what each segment comprises.
• Devices, including Surface, HoloLens, and PC accessories.
• Gaming, including Xbox hardware and Xbox content and services, comprising first- and third-party content (including games and in-game content), Xbox Game Pass and other subscriptions, Xbox Cloud Gaming, third-party disc royalties, advertising, and other cloud services.
As I've already shown, the revenue for Xbox hardware each quarter does not allow for Xbox accessories to be included. They have never been mentioned as impacting hardware revenue, and the only mention of what would impact hardware revenue is the console.
Regarding the Series X splits, that's based on what was observed during those quarters. We know Series X was the more produced SKU to start, and as 2021 continued the Series S became more and more available while the X lagged behind. By Q4 2021 the S had clearly been shipped more than the X in all major markets just due to the availability.
Q1 2022 saw a ton of Series X hit the market, Q2 saw decline in availability, and then Q3 went back to being in decent supply.
You can say I'm assuming, and I kind of am as I won't know the exact split, but if you followed consoles availability after March 2020, you'd be able to get a very accurate read of what was available, down to the day. I even had a thread that detailed day to day availability of the PS5 and XBS in the US from day 1 up to November 2022
Since March 2020 consoles around the world have been in immediate sellout status which has plagued the launch of both new gen systems, the PS5 and Xbox Series X|S. Normally there's enough supply to always satisfy current demand so the only way to get a read on console sales is through a general...
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