Microsoft’s gaming arm has taken a decisive step toward turning its most popular titles into cross-media experiences. The newly announced XP division will serve as a single home for everything that lives outside the controller – from cinema releases and streaming series to branded merchandise and large-scale live attractions.
The moniker XP is a nod to the classic “experience points” that gamers earn while leveling up, signalling that the unit’s mission is to let fans earn new kinds of interactions with familiar worlds. The move consolidates efforts that were previously scattered across several internal teams, creating a clearer strategy for extending Xbox intellectual property into the broader entertainment market.
Leadership and organisational shift
At the helm of XP is Kayleen Walters a former Lucasfilm executive who most recently presided over Mojang, the studio behind Minecraft. Walters also acted as executive producer on the record-breaking A Minecraft Movie. Her transition from Mojang to XP reflects a broader reshuffle: Maria Angelidou-Smith formerly chief product officer at Reddit, will take over as CEO of Mojang and lead the Minecraft franchise starting 19 October.
Xbox chief strategy officer Matthew Ball outlined the four “investment areas” that will define the division’s activities. By clustering film, product, place and partnership work under a single umbrella, Xbox hopes to accelerate the creation of new touch-points for its communities while preserving the creative integrity of each franchise.
Four pillars that power XP
Xbox Pictures is charged with translating game universes into linear storytelling formats – movies, series and other screen-based content. Recent announcements include a sequel to the wildly successful Minecraft film, a third season of Amazon’s Fallout live-action series, a Call of Duty feature film in development with Paramount, and a Netflix-backed animated Diablo series.
Xbox Products focuses on tangible items that let fans wear, play with, or otherwise celebrate their favorite titles. Since Walters took over Mojang, the Minecraft brand has grown to more than 250 licensees, turning the block-building world into a multimillion-dollar merchandising empire.
Xbox Places aggregates live-event and destination-based experiences. Recent highlights include the revival of BlizzCon after a three-year hiatus, a record-breaking Minecraft Live broadcast that reached over 144 million viewers, and a partnership with WWE that turned a Gears of War launch into a televised showdown. A dedicated Minecraft theme park is slated to open next year, extending the brand into a physical playground.
Xbox Partnerships seeks collaborations with external creators, brands and communities. The division will negotiate sponsorships, co-development deals and cross-promotional campaigns, leveraging Xbox’s extensive catalogue that now includes Halo, Warcraft, The Elder Scrolls, Forza, Candy Crush and many others.
Why the shift matters
Xbox CEO Asha Sharma has framed the initiative as part of a broader “reset” of the business, emphasizing long-term plans that go beyond pure game sales. By anchoring franchises in multiple entertainment avenues, the company expects a virtuous cycle: strong box-office or streaming performance drives higher engagement on Game Pass, while iconic merchandise and live events reinforce brand loyalty.
Early data already supports the hypothesis. After the release of the Minecraft movie, weekly active users climbed more than 75 % year-over-year, and the first season of the Fallout series sparked a five-fold increase in playtime for the associated game on Game Pass. These metrics suggest that well-executed media extensions can act as powerful acquisition channels for the core gaming business.
By aligning film, product, place and partnership strategies under a single leadership team, Microsoft hopes to turn its game libraries into enduring cultural franchises.



