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==History== ===Launch with the original Xbox=== [[File:XboxLivelogo.png|thumbnail|right|The first Xbox Live logo, used from 2002 until 2010]] As [[Microsoft]] developed the original [[Xbox (console)|Xbox]] console, online gaming was designated as one of the key pillars for the greater Xbox strategy. [[Sega]] had made an attempt to capitalize on the ever-growing online gaming scene when it launched the [[Dreamcast]] video game console in 1999, including online support as standard, with the [[SegaNet]] service in North America and [[Dreamarena]] in Europe.<ref name="SegaNet launch">{{cite web|last=Satterfield |first=Shane |url=http://www.gamespot.com/articles/seganet-launches/1100-2625699/ |title=SegaNet Launches |website=GameSpot |date=September 7, 2000 |access-date=October 30, 2014 |url-status=live |archive-url=https://web.archive.org/web/20150713030636/http://www.gamespot.com/articles/seganet-launches/1100-2625699/ |archive-date=July 13, 2015}}</ref> Nevertheless, due to lack of widespread broadband adoption at the time, the Dreamcast shipped with only a [[dial-up]] modem while a later-released [[broadband]] adapter was neither widely supported nor widely available. [[Downloadable content]] was available, though limited in size due to the narrowband connection and the size limitations of a [[memory card]].<ref name="Culturalist Press">{{cite web | url = http://culturalistpress.com/why-do-xbox-games-updates-take-so-long-to-download/ | title = Why do Xbox games & updates take so long to download? | date = March 2, 2022 | access-date = March 2, 2022 | archive-date = March 2, 2022 | archive-url = https://web.archive.org/web/20220302181550/http://culturalistpress.com/why-do-xbox-games-updates-take-so-long-to-download/ | url-status = live }}</ref> The [[PlayStation 2]] did not initially ship with built-in networking capabilities. Microsoft, however, hoped that the Xbox would succeed where the Dreamcast had failed. The company determined that intense online gaming required the throughput of a [[broadband Internet access|broadband]] connection and the storage space of a [[hard drive|hard disk drive]], and thus these features would be vital to the new platform. This would allow not only for significant downloadable content, such as new levels, maps, weapons, challenges and characters, to be downloaded quickly and stored, but also would make it possible to standardize bandwidth intensive features such as voice communication. [[Steve Ballmer]] and [[Bill Gates]] both had a vision of making premium download content and [[Video game accessory|add-ons]] that would attract many new customers. Based on this reasoning, the console included a standard [[Ethernet]] port (10/100) in order to provide connectivity to common [[broadband networks]], but did not include a modem or any dial-up support, and its online service was designed to support broadband users only. Critics scoffed at it, citing poor broadband adoption at the turn of the century.<ref>{{Cite book|author=Dean Takahashi|title=Opening The Xbox: Inside Microsoft's Plan to Unleash an Entertainment Revolution|year=2002|page=[https://archive.org/details/openingxboxinsid00taka/page/339 339]|publisher=Prima |isbn=0-7615-3708-2|url=https://archive.org/details/openingxboxinsid00taka/page/339}}</ref><ref name="bloomberg oral">{{cite web | url = https://www.bloomberg.com/news/features/2021-01-06/xbox-the-oral-history-of-an-american-video-game-empire | title = Xbox: The Oral History of an American Video Game Empire | first = Dina | last = Bass | date = January 6, 2021 | access-date = January 6, 2021 | work = [[Bloomberg News]] | archive-date = June 14, 2021 | archive-url = https://web.archive.org/web/20210614013349/https://www.bloomberg.com/news/features/2021-01-06/xbox-the-oral-history-of-an-american-video-game-empire | url-status = live }}</ref> When the Xbox launched on November 15, 2001, the as-yet unnamed online service was destined for a Summer 2002 deployment.<ref>{{cite web|author=Microsoft |title=Xbox Erupts on the Scene |website=[[Microsoft]] |url=https://www.microsoft.com/presspass/press/2001/nov01/11-15xboxeruptspr.mspx |access-date=July 27, 2008 |url-status=dead |archive-url=https://web.archive.org/web/20080410163009/http://www.microsoft.com/presspass/press/2001/nov01/11-15xboxeruptspr.mspx |archive-date=April 10, 2008 }}</ref> Xbox Live was finally given a name at [[E3 (Electronic Entertainment Expo)|E3]] 2002 when the service was unveiled in its entirety. Sound-dampened booths and broadband-connected Xbox consoles—featuring an early version of ''[[Unreal Championship]]''—demonstrated the service on the show floor. The [[Epic Games|Epic]] title was one of the flagship titles for the service, which was slated for a debut on November 15, 2002, marking the anniversary of the Xbox launch. Microsoft announced that 50 Xbox Live titles would be available by the end of 2003.<ref>{{cite web|publisher=[[Microsoft]] |title=Xbox Live Turns up the Volume on the Future of Gaming |url=https://www.microsoft.com/presspass/press/2002/may02/05-20e3briefingpr.mspx |date=May 20, 2002 |access-date=December 1, 2006 |url-status=dead |archive-url=https://web.archive.org/web/20070314071440/http://www.microsoft.com/presspass/press/2002/May02/05-20E3BriefingPR.mspx |archive-date=March 14, 2007 }}</ref> Utilizing the required broadband bandwidth, Xbox Live featured a unified gaming "Friends List", as well as a single identity across all titles (regardless of the publisher), and standardized [[voice chat]] with a headset and communication, a feature that was still in its infancy. Leading up to the launch, Microsoft enlisted several waves of [[development cycle|beta testers]] to improve the service and receive feature feedback. The first wave of beta testers were given ''[[Re-Volt]]!'' (which was never released officially) and ''[[NFL Fever 2003]]'' to beta test. Once beta testing concluded, Microsoft sent these beta testers a translucent orange memory card, a headset carrying case, and a beta tester t-shirt with the slogan "I've got great hands". When the service debuted, it lacked much of the functionality that later titles included, but Xbox Live grew and evolved on the Xbox and many aspects of the service were included with the [[Xbox 360]] console out of the box, rather than through a later update. Microsoft granted Live-related patent that gives Xbox 360 users access to watch other gamers compete against each other over Xbox Live.<ref>{{cite web|author=Console Watcher|title=Microsoft's 5,000th Patent: Allowing Users To Spectate Other Players Through Live|url=http://www.consolewatcher.com/2006/03/microsofts-5000th-patent-allowing-users-to-spectate-other-players-through-live/|url-status=dead|archive-url=https://web.archive.org/web/20060502164926/http://consolewatcher.com/2006/03/microsofts-5000th-patent-allowing-users-to-spectate-other-players-through-live/|archive-date=May 2, 2006|access-date=2020-08-25}}</ref> The packaging for playable Xbox Live titles on the original Xbox console featured a trademark luminescent orange-gold bar underneath the Xbox header. ''[[Tom Clancy's Splinter Cell (video game)|Tom Clancy's Splinter Cell]]'' and ''[[Brute Force (video game)|Brute Force]]'' sported a Live "bubble" design, as they only featured downloadable content. It was changed later, wherein all Xbox Live titles included the universal orange-gold Live bar. By the time of the Xbox 360, all titles were required to provide at least a limited form of Xbox Live "awareness".{{clarify|date=December 2013}} In July 2004, Xbox Live had reached 1 million online users.<ref>{{cite web|url=http://www.activewin.com/interviews/microsoft/37.shtml |title=ActiveXbox.com: Interview with Larry Hryb, Director of Programming: Xbox Live |access-date=November 4, 2015 |url-status=dead |archive-url=https://web.archive.org/web/20160201104901/http://www.activewin.com/interviews/microsoft/37.shtml |archive-date=February 1, 2016 }}</ref> In July 2005, Xbox Live had reached 2 million online users.<ref>{{cite web|url=https://arstechnica.com/gaming/2005/07/778/|title=Xbox LIVE users top 2 million|date=July 21, 2005|access-date=December 30, 2016|archive-date=August 1, 2020|archive-url=https://web.archive.org/web/20200801212404/https://arstechnica.com/gaming/2005/07/778/|url-status=live}}</ref> ===Subsequent growth=== [[File:Xbox Live (trsp).png|thumbnail|right|200px|The second Xbox Live logo, used from 2005 until 2013]] On November 15, 2007, Microsoft celebrated Xbox Live's 5th anniversary by offering its then over 8 million subscribers the title ''[[Carcassonne (video game)|Carcassonne]]'' free of charge and awarding gamers who had subscribed to Live since its inception 500 free [[Microsoft Points]]. Due to intermittent service interruptions during late December 2007 and early January 2008, Microsoft promised to offer a free [[Xbox Live Arcade]] game to all Xbox Live users as compensation, in an [[open letter]] to all Xbox Live members from Marc Whitten, Xbox LIVE General Manager.<ref>{{cite web| url = http://www.majornelson.com/archive/2008/01/03/xbox-live-holiday-performance.aspx| archive-url = https://web.archive.org/web/20100428111748/http://www.majornelson.com/archive/2008/01/03/xbox-live-holiday-performance.aspx| archive-date = April 28, 2010 | title = Xbox Live Holiday Performance | publisher = majornelson.com | first = Larry | last = Hryb | author-link = Larry Hryb | date = January 3, 2008 | access-date = July 27, 2008 }}</ref> Increased demand from Xbox 360 purchasers (the largest number of new user sign-ups in the history of Xbox Live) was given as the reason for the downtime.<ref>[http://www.pcworld.com/article/141018/microsoft_offers_free_game_for_xbox_live_holiday_problems.html Microsoft offers free game for Xbox Live holiday problems] {{Webarchive|url=https://web.archive.org/web/20111201212234/http://www.pcworld.com/article/141018/microsoft_offers_free_game_for_xbox_live_holiday_problems.html |date=December 1, 2011 }}. [[PC World (magazine)|PC World]], January 4, 2008.</ref> On January 18, 2008, Microsoft announced ''[[Undertow (video game)|Undertow]]'' would be offered free to both Gold and Free members for the week starting January 23 through January 27 as compensation.<ref>{{cite web|title=Undertow Free of Charge Next Week on Xbox LIVE Arcade|url=http://gamerscoreblog.com/team/archive/2008/01/18/UndertowFreeofCharge.aspx|url-status=live|archive-url=https://web.archive.org/web/20100212172304/http://gamerscoreblog.com/team/archive/2008/01/18/UndertowFreeofCharge.aspx|archive-date=February 12, 2010|work=archive.org}}</ref> On November 12, 2009, Dennis Durkin, COO of Microsoft's interactive entertainment business, announced that November 10, 2009, the release of ''[[Call of Duty: Modern Warfare 2]]'' marked the busiest day ever on Xbox Live, with over two million active users simultaneously.<ref>{{cite web|url=http://g4tv.com/thefeed/blog/post/700680/Tuesday-Was-Xbox-Lives-Busiest-Day-Ever.html|archive-url=https://web.archive.org/web/20170630000325/http://g4tv.com/thefeed/blog/post/700680/Tuesday-Was-Xbox-Lives-Busiest-Day-Ever.html|url-status=dead|archive-date=June 30, 2017|title=Tuesday Was Xbox Live's Busiest Day Ever|date=April 10, 2010|publisher=G4TV}}</ref> On February 5, 2010, Marc Whitten announced that Xbox Live had reached 23 million members.<ref>{{cite web|url=http://xbox.com/press/2010/0205-whittenletter.htm|title=An Open Letter from Xbox LIVE General Manager Marc Whitten |date=February 5, 2010| first= Marc| last=Whitten| publisher=Microsoft}}{{dead link|date=June 2016|bot=medic}}{{cbignore|bot=medic}}</ref> On the same day, [[Larry Hyrb]], Xbox Live's Major Nelson, announced on his blog that Xbox Live support for the original Xbox would be discontinued on April 15, 2010, including online play through backwards compatibility on the Xbox 360 and all downloadable content for original Xbox games.<ref>{{cite web| url=http://majornelson.com/archive/2010/02/05/xbox-live-being-discontinued-for-original-xbox-consoles-and-games.aspx| title=Xbox Live being discontinued for Original Xbox consoles and games| date=February 5, 2010| publisher=Microsoft| access-date=February 8, 2010| archive-url=https://web.archive.org/web/20101125060201/http://majornelson.com/archive/2010/02/05/xbox-live-being-discontinued-for-original-xbox-consoles-and-games.aspx| archive-date=November 25, 2010| url-status=dead| df=mdy-all}}</ref> In August 2010, Microsoft announced an increase to the cost of Xbox Live Gold in several countries by 20%, for the first time since its inception.<ref>{{cite web| url=http://news.cnet.com/8301-17938_105-20015064-1.html| title=Xbox Live Gold subscribers face price increase| date=August 30, 2010| publisher=[[CNET.com]]| access-date=November 15, 2010| archive-date=February 28, 2014| archive-url=https://web.archive.org/web/20140228075745/http://news.cnet.com/8301-17938_105-20015064-1.html| url-status=dead}}</ref><ref>{{cite web| url=http://www.gamasutra.com/view/news/31153/Interview_Microsofts_Davison_On_How_Kinect_Will_Help_Xbox_Live_Ramp_Up.php| title=Interview: Microsoft's Davison On How Kinect Will Help Xbox Live Ramp Up| date=November 2, 2010| website=[[Gamasutra]]| quote=''With this dashboard update, you guys are also increasing the yearly subscription fee to $60. When you compare that to services like the PlayStation Network, which has all of their core online services free, how do you guys justify that significant... At this point, it's the cost of a full retail game. What do you feel justifies that price?''| access-date=November 15, 2010| archive-date=November 18, 2021| archive-url=https://web.archive.org/web/20211118223155/https://www.gamasutra.com/view/news/31153/Interview_Microsofts_Davison_On_How_Kinect_Will_Help_Xbox_Live_Ramp_Up.php| url-status=dead}}</ref><ref>{{cite news| url=https://www.zdnet.com/blog/open-source/microsoft-surrenders-on-linux-kinect-hack/7769| title=Microsoft surrenders on Linux Kinect hack| date=November 12, 2010| work=[[ZDNet]]| quote=''The company has admitted that users of its XBox Live online service spend only 60% of their time playing games, and that the company was able to raise its price on the service by 20%.''| access-date=November 15, 2010| archive-date=November 15, 2010| archive-url=https://web.archive.org/web/20101115074556/http://www.zdnet.com/blog/open-source/microsoft-surrenders-on-linux-kinect-hack/7769| url-status=dead}}</ref> The basic service was also renamed. Prior to October 2010, the free service was known as ''Xbox Live Silver''.<ref name="silver-rebranding">{{cite web|url=http://www.gamasutra.com/view/news/31092/Microsoft_Renames_Xbox_Live_Silver_to_Xbox_Live_Free.php|title=Microsoft Renames Xbox Live Silver to 'Xbox Live Free'|author=Kyle Orland|access-date=October 21, 2010|archive-date=May 11, 2012|archive-url=https://web.archive.org/web/20120511050801/http://www.gamasutra.com/view/news/31092/Microsoft_Renames_Xbox_Live_Silver_to_Xbox_Live_Free.php|url-status=dead}}</ref> It was announced on June 10, 2011, that the service is going to be fully integrated into Microsoft's [[Windows 8]].<ref>{{cite web|url=http://www.maximumpc.com/article/news/windows_8_integrate_xbox_live_support |title=Windows 8 To Integrate Xbox Live Support |publisher=Maximum PC |access-date=August 29, 2011 |url-status=dead |archive-url=https://web.archive.org/web/20110902035748/http://www.maximumpc.com/article/news/windows_8_integrate_xbox_live_support |archive-date=September 2, 2011 }}</ref> In October 2011, Microsoft announced live streaming cable television with various providers.<ref>{{cite web |url=https://www.engadget.com/2011/10/05/microsoft-reveals-new-tv-providers-on-xbox-360-in-the-us-and-int/ |title=Microsoft reveals new TV providers including Verizon and Comcast coming to Xbox 360 (video) |publisher=Engadget |date=October 5, 2011 |access-date=November 4, 2011 |archive-date=May 1, 2019 |archive-url=https://web.archive.org/web/20190501180919/https://www.engadget.com/2011/10/05/microsoft-reveals-new-tv-providers-on-xbox-360-in-the-us-and-int/ |url-status=live }}</ref> [[File:Xbox Live logo.svg|thumbnail|right|200px|The third Xbox Live logo, used from 2013 until 2021]] In February 2013, Yusuf Mehdi, corporate vice president of Microsoft's Interactive Entertainment Business, shared that Xbox Live members now number 46 million, up 15 percent from a year ago, during the Dive into Media conference in Southern California.<ref name="Geekwire 2013">{{cite web|url=http://www.geekwire.com/2013/microsoft-24m-kinect-sensors-sold-xbox-live-reaches-46m-members/|title=Geekwire:Microsoft: 24M Kinects sold, Xbox Live hits 46M members|date=February 11, 2013|access-date=May 6, 2013|work=Geekwire|archive-date=May 26, 2022|archive-url=https://web.archive.org/web/20220526192154/https://www.geekwire.com/2013/microsoft-24m-kinect-sensors-sold-xbox-live-reaches-46m-members/|url-status=live}}</ref> In June 2014, Microsoft retracted the Xbox Live Gold requirements to access streaming media apps (including [[Netflix]], [[Hulu]], [[YouTube]], Internet Explorer, Skype, and others), though various rental or subscription fees may still apply.<ref name="extremetech-nffree">{{cite news|title=Desperate Microsoft removes Xbox Live Gold paywall for Netflix, Hulu, other web services|url=http://www.extremetech.com/gaming/182310-desperate-microsoft-finally-removes-xbox-live-gold-paywall-for-netflix-hulu|work=ExtremeTech|date=May 13, 2014|access-date=May 13, 2014|last1=Plafke|first1=James|archive-date=May 14, 2014|archive-url=https://web.archive.org/web/20140514020649/http://www.extremetech.com/gaming/182310-desperate-microsoft-finally-removes-xbox-live-gold-paywall-for-netflix-hulu|url-status=live}}</ref><ref name="eurogamer-xblgoldpaywall">{{cite web|title=Microsoft to remove Xbox Live Gold paywall for streaming apps|url=http://www.eurogamer.net/articles/2014-05-13-microsoft-to-remove-xbox-live-gold-paywall-for-streaming-apps|work=Eurogamer|date=May 13, 2014|access-date=May 13, 2014|archive-date=May 14, 2014|archive-url=https://web.archive.org/web/20140514051217/http://www.eurogamer.net/articles/2014-05-13-microsoft-to-remove-xbox-live-gold-paywall-for-streaming-apps|url-status=live}}</ref> On December 25, 2014, both PlayStation Network and Xbox Live suffered network disruption after a [[denial-of-service attack]].<ref name="TheNextWeb.com">{{cite web|last1=Ghoshal|first1=Abhimanyu|title=PlayStation Network and Xbox Live down for many over Christmas|url=https://thenextweb.com/insider/2014/12/26/playstation-network-xbox-live-since-christmas/|publisher=TheNextWeb.com|access-date=December 27, 2014|date=December 25, 2014|archive-date=March 14, 2021|archive-url=https://web.archive.org/web/20210314133348/https://thenextweb.com/insider/2014/12/26/playstation-network-xbox-live-since-christmas/|url-status=live}}</ref> Functionality was restored on December 28, with some users experiencing difficulties in the days that followed.<ref name="PlayStation Network Update">{{cite web|last1=Jensen|first1=Catherine|title=PlayStation Network Update|url=http://blog.us.playstation.com/2014/12/27/playstation-network-update-3/|publisher=PlayStation Blog|access-date=December 28, 2014|date=December 27, 2014|archive-date=December 29, 2014|archive-url=https://web.archive.org/web/20141229044717/http://blog.us.playstation.com/2014/12/27/playstation-network-update-3/|url-status=live}}</ref><ref name="business2community.com">{{cite web|url=http://www.business2community.com/tech-gadgets/playstation-network-still-suffering-connectivity-problems-01109871|title=PlayStation Network Still Suffering Connectivity Problems|work=Business 2 Community|date=December 30, 2014|access-date=January 8, 2015|archive-date=June 16, 2021|archive-url=https://web.archive.org/web/20210616072408/https://www.business2community.com/tech-gadgets/playstation-network-still-suffering-connectivity-problems-01109871|url-status=live}}</ref> A group called, "The Phantom Squad" has threatened to disrupt the Xbox Live network through a [[denial-of-service attack]] on December 25, 2015.<ref>{{Cite web|title = Got A PS4 Or Xbox One? Hackers Could Be About To Ruin Christmas - AGAIN|url = http://www.huffingtonpost.co.uk/2015/12/18/hacking-group-phantom-squad-threaten-to-take-xbox-live-and-psn-down-over-christmas_n_8836330.html|website = The Huffington Post UK|date = December 18, 2015|access-date = December 22, 2015|archive-date = December 20, 2015|archive-url = https://web.archive.org/web/20151220012316/http://www.huffingtonpost.co.uk/2015/12/18/hacking-group-phantom-squad-threaten-to-take-xbox-live-and-psn-down-over-christmas_n_8836330.html|url-status = live}}</ref> In 2019, the Official Xbox Magazine revealed that Xbox Live would be made cross platform, and would serve [[Android (operating system)|Android]], [[iOS]] and [[Nintendo Switch]].<ref>{{Cite web|date=2019-02-04|title=Microsoft preparing to bring Xbox Live to iOS, Android, and Nintendo Switch|url=https://www.theverge.com/2019/2/4/18210199/microsoft-xbox-live-ios-android-switch-cross-platform|url-status=live|archive-url=https://web.archive.org/web/20200820171646/https://www.theverge.com/2019/2/4/18210199/microsoft-xbox-live-ios-android-switch-cross-platform|archive-date=2020-08-20|access-date=2020-08-25|website=The Verge|language=en}}</ref> Microsoft added Xbox Live Gold to its [[Xbox Game Pass]] program as part of a new Xbox Game Pass Ultimate subscription tier in April 2019.<ref>{{Cite web |url=https://www.theverge.com/2019/4/5/18296816/microsoft-xbox-game-pass-ultimate-subscription-pricing-release-date-rumors |title=Microsoft to combine Xbox Game Pass and Xbox Live into $14.99-a-month subscription |last=Warren |first=Tom |date=April 5, 2019 |website=The Verge |access-date=June 9, 2019 |archive-url=https://web.archive.org/web/20190527042744/https://www.theverge.com/2019/4/5/18296816/microsoft-xbox-game-pass-ultimate-subscription-pricing-release-date-rumors |archive-date=May 27, 2019 |url-status=live }}</ref> ===Rebranding=== On January 22, 2021, Microsoft planned to increase the prices for the Xbox Live Gold subscriptions, as follows: by $1 for the monthly subscription ($10.99 from $9.99), by $5 for the 3-month subscription ($29.99 from $24.99), by $20 for the 6-month subscription ($59.99 from $39.99), and by $60 (double the price) for the 12-month subscription ($119.99 from $59.99). However, the 6-month and 12-month subscription price increases would not affect existing subscribers when they resubscribed at the same level, nor those already subscribed through the Xbox Games Pass Ultimate program.<ref>{{cite web | url = https://www.theverge.com/2021/1/22/22244173/microsoft-xbox-live-gold-price-increase-pricing | title = Microsoft is increasing the price of Xbox Live Gold | first = Tom | last = Warren | date = January 22, 2021 | access-date = January 22, 2021 | work = [[The Verge]] | archive-date = February 7, 2022 | archive-url = https://web.archive.org/web/20220207065810/https://www.theverge.com/2021/1/22/22244173/microsoft-xbox-live-gold-price-increase-pricing | url-status = live }}</ref> However, after complaints from the Xbox community, Microsoft made an announcement on the same day that they revoked their decision, and that they would not increase the prices of any of the subscriptions, thus they would remain the same as they were.<ref>{{cite web | url = https://www.theverge.com/2021/1/23/22245630/microsoft-xbox-live-gold-price-increase-reversed-f2p | title = Microsoft backtracks on Xbox Live Gold price hike | first = Sam | last = Byford | date = January 22, 2021 | access-date = January 21, 2021 | work = [[The Verge]] | archive-date = December 13, 2021 | archive-url = https://web.archive.org/web/20211213155506/https://www.theverge.com/2021/1/23/22245630/microsoft-xbox-live-gold-price-increase-reversed-f2p | url-status = live }}</ref><ref>{{Cite web|url=https://news.xbox.com/en-us/2021/01/22/update-on-xbox-live-gold-pricing/|title=No Changes to Xbox Live Gold Pricing, Free-to-Play Games to be Unlocked [Update]|date=January 22, 2021|access-date=April 5, 2022|archive-date=April 6, 2022|archive-url=https://web.archive.org/web/20220406152908/https://news.xbox.com/en-us/2021/01/22/update-on-xbox-live-gold-pricing/|url-status=live}}</ref> Microsoft officially announced that they would be branding Xbox Live as "Xbox network" in March 2021 as to cover all the services related to Xbox and not just Xbox Live. Xbox Live Gold would remain the same name and to distinguish the subscription program from the set of services. Microsoft also stated that with this, it would eliminate the requirement to have Xbox Live Gold to play free-to-play games on Xbox consoles.<ref>{{cite web | url = https://www.theverge.com/2021/3/22/22345276/microsoft-xbox-live-network-rebrand-name-change | title = Microsoft rebrands Xbox Live to Xbox network | first = Tom | last = Warren | date = March 22, 2021 | access-date = March 22, 2021 | work = [[The Verge]] | archive-date = May 17, 2021 | archive-url = https://web.archive.org/web/20210517220803/https://www.theverge.com/2021/3/22/22345276/microsoft-xbox-live-network-rebrand-name-change | url-status = live }}</ref> By January 2021, Microsoft reported that there were more than 100 million Xbox users (including those through the Xbox Game Pass subscription).<ref>{{cite web | url = https://www.theverge.com/2021/1/26/22250795/xbox-game-pass-subscribers-growth-microsoft | title = Xbox Game Pass subscribers hit 18 million | first = Tom | last = Warren | date = November 6, 2021 | work = [[The Verge]] | access-date = November 6, 2021 | archive-date = January 18, 2022 | archive-url = https://web.archive.org/web/20220118144101/https://www.theverge.com/2021/1/26/22250795/xbox-game-pass-subscribers-growth-microsoft | url-status = live }}</ref>
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