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{"id":3230698,"date":"2019-07-21T10:32:00","date_gmt":"2019-07-21T08:32:00","guid":{"rendered":"https:\/\/4players.fdpub.de\/allgemein\/microsoft-xbox-verkaeufe_stark_ruecklaeufig_weniger_softwareumsatz_fortnite-einfluss_65_mio_xbox-live-nutzer\/3230698"},"modified":"2019-07-21T10:32:00","modified_gmt":"2019-07-21T08:32:00","slug":"microsoft-xbox-verkaeufe_stark_ruecklaeufig_weniger_softwareumsatz_fortnite-einfluss_65_mio_xbox-live-nutzer","status":"publish","type":"post","link":"https:\/\/4players.fdpub.de\/news\/microsoft-xbox-verkaeufe_stark_ruecklaeufig_weniger_softwareumsatz_fortnite-einfluss_65_mio_xbox-live-nutzer\/3230698","title":{"rendered":"Microsoft-Gesch\u00e4ftsbericht: Xbox-Verk\u00e4ufe r\u00fcckl\u00e4ufig; Fortnite senkt Softwareumsatz; 65 Mio. Xbox-Live-Nutzer"},"content":{"rendered":"

Microsoft hat den Gesch\u00e4ftsbericht<\/a> f\u00fcr April 2019 bis Juni 2019 vorgelegt. Der Zeitraum ist das vierte Quartal des Gesch\u00e4ftsjahres. Die Ums\u00e4tze im Gaming-Bereich sanken im Vergleich zum Vorjahr um zehn Prozent auf 2,05 Mrd. Dollar. Die Einnahmen durch Hardware-Verk\u00e4ufe von Konsolen gingen um 48 Prozent zur\u00fcck. Als Grund wird die gesunkene Anzahl an Xbox-Verk\u00e4ufen genannt. Da im n\u00e4chsten Jahr mit Xbox Scarlett<\/a> (Arbeitstitel) die n\u00e4chste Konsolen-Generation erscheinen wird, ist dieser deutliche R\u00fcckgang keine gro\u00dfe \u00dcberraschung.

Auch der Umsatz mit Xbox Software ging zur\u00fcck, aber nur leicht (um drei Prozent). Laut Microsoft sind dies die Auswirkungen eines nicht n\u00e4her benannten Third-Party-Spiels, das sehr wahrscheinlich
Fortnite<\/a> sein d\u00fcrfte. Der R\u00fcckgang in diesem Bereich wurde allerdings durch h\u00f6here Nutzerzahlen von Xbox Live und mehr Xbox-Game-Pass-Abonnenten abgefedert. Im besagten Zeitraum wurden \u00fcber 65 Millionen Nutzer von Xbox Live auf allen Plattformen (PC, Xbox, Mobile) gez\u00e4hlt. Weitere Zahlen und Fakten wurden nicht ver\u00f6ffentlicht.

Xbox Live Nutzer (monatlich aktive Nutzer)
\n<\/p>