Microsoft stopped treating Xbox as a game console years ago. (The strategy was already visible in its streaming bets: Xbox locked up exclusive cloud-streaming rights for Grand Theft Auto VI.) On October 8, it made the shift official. Xbox now has its own entertainment division, called XP, with a president, four business units, and a mandate to turn its game franchises into movies, television shows, merchandise empires, and theme park attractions.

XP is a play on "experience points," the gaming term for leveling up. The real message is corporate, not playful: Xbox's most valuable assets are no longer its hardware or even its software. They are its worlds, its characters, its stories. Microsoft wants them competing with Marvel and Star Wars, not just PlayStation.

What XP actually is

XP consolidates work that was already scattered across Xbox teams into one organization. It has four pillars: Xbox Pictures (film, television, and other linear storytelling), Xbox Products (licensing and merchandise), Xbox Places (live events, immersive attractions, broadcasts, and theme parks), and Xbox Partnerships (creators, brands, sponsors, and communities).

Leading it is Kayleen Walters, who moves from president of Mojang into the new role. Walters spent 13 years at Lucasfilm working across Star Wars films, consumer products, and partnerships, then helped build Minecraft's licensing business to more than 250 licensees. She was an executive producer on A Minecraft Movie and is a producer on its planned sequel. Maria Angelidou-Smith, formerly of Reddit and Meta, takes over as CEO of Mojang and Minecraft on October 19. Both report to Xbox CEO Asha Sharma.

Xbox chief strategy officer Matthew Ball put the ambition bluntly: "Our ambition at Xbox is to be the number one entertainment company in the world."

The proof it already works

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XP is less a bet than a formalization. A Minecraft Movie had the biggest opening weekend ever for a video game adaptation, and its sequel is in production. The Fallout series on Prime Video has a third season confirmed, and during its first season, hours played in Fallout games on Game Pass went up fivefold. That feedback loop, show drives players, players deepen the fandom, fandom sells tickets, is exactly what XP exists to industrialize.

The pipeline is already crowded. Netflix is making an animated Diablo series. Paramount is working on a Call of Duty movie. Xbox already has an IKEA furniture partnership, and a Minecraft theme park attraction is set to open in the U.K. in 2027. Events fall under XP too: BlizzCon drew 35,000 attendees on site and 12.5 million viewers at home this year, and it now sits inside the Xbox Places unit.

Xbox's most valuable assets are no longer its consoles or its games. They are its worlds, and Microsoft is building a company to monetize them.

The cautionary tale in the room

Xbox XP: The Track Record It Is Building On

The hits and numbers Microsoft is formalizing into a division.

A Minecraft Movie opening weekend
Biggest for any game adaptation
Fallout Game Pass hours during S1
Up 5x
Minecraft licensees
250+
BlizzCon 2026
35,000 on site, 12.5M viewers

Note: For illustrative purposes only.

Xbox has tried this before and stumbled. Xbox Entertainment Studios, its earlier Hollywood venture, was shuttered in 2014 after producing just one major project. Activision Blizzard Studios, inherited in the acquisition, had a similarly thin output. And Paramount+ canceled its Halo series after two seasons in 2024, a reminder that game IP does not automatically survive the jump to the screen.

The difference this time is the track record. The 2014 attempt had no hits to build on. XP launches with A Minecraft Movie's box office, Fallout's streaming numbers, and a merchandising machine with 250 licensees already running. It also launches in a market that has learned the formula: prestige adaptations of game worlds, built with the budgets and talent that used to be reserved for comic books.

The uncomfortable context

Fans gathering around gaming culture
Game franchises now compete with film studios for cultural real estate. (Photo: Calder Brief)

XP is launching while Xbox is cutting. The division's formation is happening at the same time as roughly 3,200 job cuts across Xbox's game studios. Microsoft says games remain the foundation of the franchises, with XP working alongside internal teams and external partners. But the sequencing is impossible to ignore: fewer people making games, more people monetizing the worlds those games created.

No budget, staffing level, or full project slate was announced alongside XP. What was announced is the structure, and structure is strategy. Four units, one president, and a reporting line straight to the top of Xbox says the licensing and adaptation business is no longer an experiment. It is a pillar.

What it means for game culture

The cultural shift matters more than any single project. When a game company's stated ambition is to be the number one entertainment company in the world, the center of gravity moves. Games become the IP factory at the base of a much taller stack: the film, the show, the theme park, the brand deal. That stack is where the growth is, and it is also where the creative power drifts.

For fans, the near-term effect is more of everything: more adaptations, more events, more merchandise, more ways to live inside a franchise without touching a controller. For the industry, the message is that the transmedia playbook is now a standard operating procedure, run by a dedicated division with Lucasfilm veterans in charge. The game-to-screen era is no longer an experiment. It has a P&L.