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{"id":3230688,"date":"2019-04-25T22:06:00","date_gmt":"2019-04-25T20:06:00","guid":{"rendered":"https:\/\/4players.fdpub.de\/allgemein\/microsoft-geschaeftsbericht_software-absatz_und_abo-dienste_kompensieren_schwaechelnde_hardware-verkaufszahlen\/3230688"},"modified":"2024-05-21T21:16:37","modified_gmt":"2024-05-21T19:16:37","slug":"microsoft-geschaeftsbericht_software-absatz_und_abo-dienste_kompensieren_schwaechelnde_hardware-verkaufszahlen","status":"publish","type":"post","link":"https:\/\/4players.fdpub.de\/news\/microsoft-geschaeftsbericht_software-absatz_und_abo-dienste_kompensieren_schwaechelnde_hardware-verkaufszahlen\/3230688","title":{"rendered":"Microsoft-Gesch\u00e4ftsbericht: Software-Absatz und Abo-Dienste kompensieren schw\u00e4chelnde Hardware-Verkaufszahlen"},"content":{"rendered":"Microsoft hat den Gesch\u00e4ftsbericht<\/a> f\u00fcr den Zeitraum Januar 2019 bis M\u00e4rz 2019 vorgelegt. Die Ums\u00e4tze im Gaming-Bereich stiegen im Vergleich zum Vorjahr um f\u00fcnf Prozent auf 2,363 Mrd. Dollar. Der gestiegene Xbox-Software-Absatz konnte schw\u00e4chelnde Hardware-Verkaufszahlen kompensieren. Die Einnahmen der Sparte Xbox Software und Services stieg um 12 Prozent – haupts\u00e4chlich durch die Monetarisierung von Third-Party-Spielen (Nicht-Microsoft-Spiele) und steigende Abonnentenzahlen; h\u00f6chstwahrscheinlich ist der Xbox Game Pass gemeint. Die Anzahl der “monatlich aktiven Nutzer” von Xbox Live stieg um sieben Prozent auf 63 Millionen (Vorjahr: 59 Millionen). Genauere Angaben machte das Unternehmen nicht.

Das Xbox-Gesch\u00e4ft geh\u00f6rt zur Unternehmenssparte “More Personal Computing”. Diese Microsoft-Abteilung erzielte einen Umsatz von 10,68 Mrd. Dollar (+8%). Der Gesamtumsatz des Unternehmens lag bei 30,571 Mrd. Dollar (+14%). Der Nettogewinn betrug 8,809 Mrd. Dollar. Das Zugpferd war abermals das Cloud-Gesch\u00e4ft (Azure).

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