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600,000 Xbox 360 game units sold in US: group

LOS ANGELES (Reuters) - Microsoft Corp. (Nasdaq:MSFT - news) has sold 600,000 of its new Xbox 360 video game consoles in the United States since its November launch, an analyst for market researcher NPD Group said on Friday.

Reuters

Context & Ripple Effects

The number lands roughly six weeks after Microsoft put the Xbox 360 into US stores in November, and it is the first full-channel read on demand because it comes from an NPD Group analyst rather than Microsoft itself. It slots into a launch sequence Microsoft has been pacing region by region: after committing to 300,000 units for the European launch, the company saw Japanese buyers absorb only 39% of the stock offered in the first two days there.

That makes the 600,000 US figure the strongest data point yet in the new-console cycle — and it sets the baseline every subsequent monthly NPD reading will be measured against.

First-order effects

  • Microsoft now has an independent sell-through benchmark for its launch window, replacing self-reported figures with an NPD count that investors and retail partners can hold it to.
  • With US demand quantified while the European allotment was fixed at 300,000 units, Microsoft faces a concrete allocation question about where scarce early hardware goes.

Second-order effects

  • The weak initial Japanese uptake — under half the launch stock sold in two days — puts pressure on Microsoft's pricing, bundling, and software localization choices in a market where its prior console presence was thin.
  • Rivals' own next-generation launches will now be scored against the same NPD methodology, making the 600,000 figure the de facto bar for 'successful' launch-window volume this cycle.

Third-order effects

  • If analyst-sourced sell-through numbers keep anchoring coverage, console races will increasingly be fought in monthly data releases rather than marketing claims, raising the cost for any manufacturer that launches with thin supply.
  • A pattern of region-by-region rollouts with unequal demand — strong in the US, sluggish in Japan — pushes Microsoft toward treating gaming as a software-and-services business where installed-base economics matter more than per-box hardware wins.

The trend: Console generations are being arbitrated by market researchers' monthly sell-through counts, turning launch windows into publicly scored quarters for Microsoft, Sony, and Nintendo alike.