Facing revenue drops, Xbox creates XP, a new division for film, live events, and merchandise, aiming to become a top global entertainment entity.
Microsoft is not just tweaking its strategy; it is fundamentally changing what Xbox is. The company has formally unveiled XP, a dedicated arm designed to push its game franchises well past the screen. This is a structural shift away from relying solely on software sales. The goal is to build an entertainment ecosystem that includes film, TV, physical goods, and live experiences all under one roof.
The timing is less than ideal. Despite the box office success of A Minecraft Movie and the buzz around the Fallout show, Xbox hit a wall in 2025 and 2026. Revenue slipped by roughly 7 percent, forcing a painful round of layoffs and internal reorganization. The company is now wagering that broadening its appeal into general entertainment is the only way to find new growth.
The ambition is explicitly stated. Matthew Ball, Xbox’s Chief Strategy Officer, has said the target is to become the world’s number one entertainment company. That is a far cry from being a hardware vendor. By leveraging its deep catalog of IPs, Xbox is trying to position itself as a cultural force rather than just another platform for playing games.
The Four Pillars of XP
XP stands for experience points, a nod to gaming culture, but the structure is corporate. It is split into four distinct departments, each with a specific job to do in expanding the brand. This multi-pronged approach lets the company engage fans in different ways, whether they are watching a screen or standing in a crowd at an event.
Xbox Pictures will handle the film and TV side. This unit is tasked with keeping the momentum going from recent hits and bringing more games to the big and small screens. The focus is on storytelling that works for people who have never held a controller, not just for the core gaming audience.
Xbox Products will manage licensing and merchandise. Think toys, clothing, and collectible figures. By monetizing the visual identity of its games, the company is creating revenue streams that do not depend on someone buying a new software title.
Xbox Places is the division for live and broadcast events. Picture theme park rides or interactive installations where fans can step into a game world. This physical presence is key to building a deeper emotional bond with the audience that a screen simply cannot achieve.
Finally, Xbox Partnerships will work with outside creators and brands. This could mean co-branded products or unique digital integrations. The aim is to weave the Xbox universe into the fabric of everyday consumer culture, making the brand ubiquitous rather than niche.

Leadership and Strategy
Kayleen Walters is leading this new division as president of XP. She is not a newcomer to this kind of scale. Walters served as the executive producer for A Minecraft Movie, a film that dominated US ticket sales and grossed 424 million dollars last year. Her track record is the reason she was tapped for this role.
Her background is deep in franchise building. Before Xbox, Walters spent 13 years at Lucasfilm, managing global marketing for Star Wars. That experience in scaling large entertainment properties is exactly what Xbox needs now. She is also currently producing A Minecraft Movie Squared, which is set to hit theaters on July 23, 2027.
The leadership shakeup does not stop at XP. Asha Sharma, the CEO of Xbox, announced that Maria Angelidou-Smith will become the CEO of Mojang and Minecraft. Angelidou-Smith brings experience from her time as a VP at Meta and chief product officer at Reddit. This signals a comprehensive overhaul of how Xbox manages its most valuable intellectual properties.

Financial Context and Challenges
This announcement lands during a period of financial adjustment. Since Sharma took over in February 2025, the company has seen a revenue drop of 1.7 billion dollars, or about 7 percent, from July 2025 through June 2026. That financial pressure is the primary driver behind the push for diversification and new growth vectors.
In July 2025, Sharma called for a reset, describing it as the most significant restructure in Xbox history. This included laying off 3,200 people by mid-2027 and moving four studios out of the Xbox division under new management. These were difficult decisions, but they were necessary to streamline operations and focus on areas with the highest potential.
Analysts see this expansion as a logical step. Dan Rayburn, a streaming media analyst, noted that Xbox must expand outside of the core gaming audience. By broadening its appeal, the company can tap into new markets and revenue streams that are less volatile than the game sales cycle.
The challenge will be execution. Balancing the quality of game development with the demands of film production and live events is a complex task. However, with the right leadership and strategy, Xbox has the potential to redefine what it means to be a gaming company in the modern era.

The Road Ahead
The creation of XP marks a new chapter for Xbox. It is a move that acknowledges the changing landscape of entertainment and the evolving expectations of consumers. By integrating film, merchandise, and live events, the company is creating a holistic brand experience that goes beyond the confines of a console.
For fans, this means more ways to engage with their favorite games. Whether you are a moviegoer, a collector, or a live event enthusiast, there will be more opportunities to connect with the Xbox universe. This expansion could also attract new audiences who may not be traditional gamers but are drawn to the broader entertainment offerings.
The success of this initiative will be measured in the coming years. Will the new adaptations capture the magic of the original games? Will the live events create lasting memories? Will the merchandise become cultural icons? The answers to these questions will determine whether Xbox achieves its ambition to be the number one entertainment company in the world.
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