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File:Xbox Game Studios.svg. Size of this PNG preview of this SVG file: 800 × 464 pixels. Other resolutions: 320 × 186 pixels | 640 × 371 pixels | 1,024 × 594 pixels | 1,280 × 742 pixels | 2,560 × 1,485 pixels | 2,498 × 1,449 pixels. Original file (SVG file, nominally 2,498 × 1,449 pixels, file size: 11 KB) This is a file from the ...
File:Xbox Game Pass logo - colored version.svg. Size of this PNG preview of this SVG file: 512 × 63 pixels. Other resolutions: 320 × 39 pixels | 640 × 79 pixels | 1,024 × 126 pixels | 1,280 × 158 pixels | 2,560 × 315 pixels. This is a file from the Wikimedia Commons. Information from its description page there is shown below.
Microsoft Points, introduced in November 2005 as Xbox Live Points, [1] were a digital currency issued by Microsoft for use on its Xbox and Zune product lines. Points could be used to purchase video games and downloadable content from Xbox Live Marketplace, digital content such as music and videos on Zune Marketplace, along with content from Windows Live Gallery.
If the template has a separate documentation page (usually called "Template:template name/doc"), add [[Category:Xbox user templates]] to the <includeonly> section at the bottom of that page.
File:Microsoft Game Studios.svg. Size of this PNG preview of this SVG file: 176 × 60 pixels. Other resolutions: 320 × 109 pixels | 640 × 218 pixels | 1,024 × 349 pixels | 1,280 × 436 pixels | 2,560 × 873 pixels. Original file (SVG file, nominally 176 × 60 pixels, file size: 15 KB) This is a file from the Wikimedia Commons.
e. Microsoft Corporation is an American multinational corporation and technology company headquartered in Redmond, Washington. [2] Its best-known software products are the Windows line of operating systems, the Microsoft 365 suite of productivity applications, the Azure cloud computing platform, and the Edge web browser.
In 2005, the total U.S. sales of video game hardware, software and accessories rose 6% over 2004 to $10.5 billion USD ($9.9 billion, 2004) breaking 2002's $10.3 billion record for the industry. The increase is largely due to the portable game market which counterbalanced sluggish console game sales. Delays, hardware shortages, and anticipation ...
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