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Xbox and Special Olympics hold first ‘Gaming for Inclusion’ esports event

Gaming in general is moving toward accessibility, but that’s not as much the case in esports, which like other sports are competitive and by nature somewhat exclusive. Xbox and the Special Olympics are working together on a new event that combines competition with inclusion, and it’s going on right now.

This week, Special Olympics athletes will be competing against each other in tournaments of Rocket League, Madden NFL 22 and Forza Motorsport 7. The prize, other than prestige and pride, is playing with one of the Special Olympics’ celebrity supporters: “NBA superstar Jayson Tatum, NFL legend Jamaal Charles, and WNBA superstar Jewell Loyd, and WWE Superstars Dominik Mysterio and Ember Moon.” So many superstars!

“This tournament is a meaningful and important step in making esports more accessible and it empowers Special Olympics athletes with a new way to compete,” said Jenn Panattoni, head of Xbox Social Impact. “Xbox has invested in numerous accessibility features and products, like the Xbox Adaptive Controller and features like copilot or speech to text. The purpose of all this continued work is to ensure that players feel welcome and that they belong on the Xbox platform.”

The tournaments are being recorded right now, and will be broadcast over the rest of the week, along with the “celebrity showcase” coming Saturday with recaps. You can check out a schedule at the bottom of this post, but generally just keep an eye on the Xbox Twitch channel and Special Olympics YouTube channel.

I like to highlight these events because accessibility has been on the back burner for so long in the gaming world, and now we’re seeing big moves by developers, publishers and partners to make things better. Microsoft’s XAC is a great example, as is the panoply of visual, audio and difficulty options in the latest Ratchet & Clank game. Esports is definitely one of the areas that needs more diversity, though, and the participating players were glad to take part. I asked Special Olympics athletes Jose Moreno and Colton Rice for their thoughts on the matter.

Do you think competitive gaming is getting more accessible?

Rice: Competitive gaming is definitely getting more accessible. Not only are the games becoming more accessible, accessibility allows people with disabilities to become more competitive players. People with intellectual disabilities are always trying to compete at their best. We want to do what everyone else is doing, and sometimes just need a little help to make that happen.

Moreno: I do think that competitive gaming is getting more accessible because Microsoft has started bringing out video game controllers that are accessible for people with intellectual disabilities, physical disabilities — accessible to everybody. I’m a lifelong gamer, and accessibility in esports has been game-changing. Accessible gaming wasn’t available when I was growing up. Today, it’s so much more fun to play when you can play with friends of all abilities and everybody can participate.

Special Olympics athletes Colton Rice, left, and Jose Moreno. Image Credits: Special Olympics

How are you experiencing that change?

Moreno: In my opinion, the more the video games industry include people with intellectual disabilities, the better the video game community is going to get to know how we love playing video games just like everybody else. And through events like Gaming for Inclusion, I’m not just able to compete — I’m included as a part of a community of gamers where I am welcomed and included.

Rice: People with intellectual disabilities have skills and pay attention to details; when we set our minds to do something, we practice until we are the best we can be, especially when we enjoy doing it — and that includes gaming. People with disabilities just need more time to learn, but when you’re dedicated to something that you’re passionate about, you won’t stop until you succeed.

What’s something you’d like to see more of, from developers, publishers, etc.?

Moreno: I would like to see more from developers or makers or publishers of video games in general or computer games to include more people with intellectual disabilities in the video game workforce. People with intellectual disabilities can play a variety of roles and provide unique perspectives on how to improve the gaming experience. Publishers and developers can get a different perspective from people with disabilities; whether that’s featuring people with intellectual disabilities represented in their storylines or seeing them in the games themselves. We’re eager to be a part of this process, and there are lots of passionate gamers with intellectual disabilities who would like to participate in focus groups or in actual jobs as creators within the industry.

Rice: The companies who make these games are trying to make high-quality games that are enjoyable for everybody. There is still a lot that can be done to make games more accessible. For example, it can be frustrating when gamers with intellectual disabilities are learning a new game with instructions that are hard to read. It can take hours to learn how to play the new version of a game you’ve played for years. That doesn’t mean people with intellectual disabilities aren’t capable of playing or competing — it just means we need better accessibility tools to help us learn.

If gaming companies want to create accessible, inclusive games, they could benefit from including gamers with intellectual disabilities in the creative process to help make or test “easy read” or beginner’s instructions, or find ways to simplify navigation between different levels of a game. Gaming can build a community and reach people who feel left out. Accessibility allows everybody to have fun.


This competition and other events in online gaming have been essential to keeping the Special Olympics community connected and active over a difficult couple years.

“Special Olympics has a long-standing partnership with Microsoft that has been incredibly valuable for the athletes and families of the Special Olympics movement,” said the organization’s chief information and technology officer, Prianka Nandy. “With the COVID-19 pandemic, our main concern has been the safety and health of our athletes, who are amongst the most vulnerable population to have an adverse or catastrophic outcome from the virus. This led to the cancellation and postponement of thousands of annual in-person events and competitions — which meant our athletes have missed out on the connections and opportunities to experience the joy of being with their teammates, coaches and friends. At this time, our goals remain to raise awareness of the Special Olympics movement and the accomplishments, hopes and dreams of our incredible athletes, and to change attitudes towards people with intellectual disabilities within the gaming community, all while remembering that gaming can be fun and inclusive for all.”

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Microsoft will bring cloud gaming to Xbox consoles this holiday season

Microsoft is moving into the next phase of its plan to bring Xbox Cloud Gaming to as many devices as possible, and it’s one of the most important steps yet. Starting this holiday season, Xbox Game Pass Ultimate subscribers will have access to cloud gaming on Xbox Series X/S and Xbox One consoles.

The company, which made the announcement during its Gamescom showcase, said you’ll be able to fire up more than 100 games without having to download them first. At some point in the future, Xbox One owners can play some Series X/S games through the cloud, such as Microsoft Flight Simulator. You’ll know a title is cloud gaming-compatible if you see a cloud icon next to it in the Game Pass library. Microsoft is targeting 1080p gameplay at 60 frames per second.

Xbox Cloud Gaming is already available on phones, tablets and PC. Microsoft is also working on Xbox game streaming sticks as well as a smart TV cloud gaming app. This summer, the company started transitioning cloud gaming onto beefier Xbox Series X hardware after launching the service on Xbox One S-based blade servers.

Editor’s note: This post originally appeared on Engadget.

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Mobile game spending hits record $1.7B per week in Q1 2021, up 40% from pre-pandemic levels

The COVID-19 pandemic drove increased demand for mobile gaming, as consumers under lockdowns looked to online sources of entertainment, including games. But even as COVID-19 restrictions are easing up, the demand for mobile gaming isn’t slowing. According to a new report from mobile data and analytics provider App Annie in collaboration with IDC, users worldwide downloaded 30% more games in the first quarter of 2021 than in the fourth quarter of 2019, and spent a record-breaking $1.7 billion per week in mobile games in Q1 2021.

That figure is up 40% from pre-pandemic levels, the report noted.

Image Credits: App Annie

The U.S. and Germany led other markets in terms of growth in mobile game spending year-over-year as of Q1 2021 in the North American and Western European markets, respectively. Saudi Arabia and Turkey led the growth in the rest of the world, outside the Asia-Pacific region. The latter made up around half of the mobile game spend in the quarter, App Annie said.

The growth in mobile gaming, in part accelerated by the pandemic, also sees mobile further outpacing other forms of digital games consumption. This year, mobile gaming will increase its global lead over PC and Mac gaming to 2.9x and will extend its lead over home games consoles to 3.1x.

Image Credits: App Annie

However, this change comes at a time when the mobile and console market is continuing to merge, App Annie notes, as more mobile devices are capable of offering console-like graphics and gameplay experiences, including those with cross-platform capabilities and social gaming features.

Games with real-time online features tend to dominate the Top Grossing charts on the app stores, including things like player-vs-player and cross-play features. For example, the top grossing mobile game worldwide on iOS and Google Play in Q1 2021 was Roblox. This was followed by Genshin Impact, which just won an Apple Design Award during the Worldwide Developer Conference for its visual experience.

Image Credits: App Annie

The report also analyzed the ad market around gaming and the growth of mobile companion apps for game consoles, including My Nintendo, Xbox Game Pass, PlayStation App, Steam, Nintendo Switch and Xbox apps. Downloads for these apps peaked under lockdowns in April 2020 in the U.S., but continue to see stronger downloads than pre-pandemic.

Image Credits: App Annie

On the advertising front, App Annie says user sentiment toward in-game mobile ads improved in Q3 2020 compared with Q3 2019, but rewarded video ads and playable ads were preferred in the U.S.

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Microsoft plans to launch dedicated Xbox cloud gaming hardware

Microsoft will soon launch a dedicated device for game streaming, the company announced today. It’s also working with a number of TV manufacturers to build the Xbox experience right into their internet-connected screens and Microsoft plans to bring cloud gaming to the PC Xbox app later this year, too, with a focus on play-before-you-buy scenarios.

It’s unclear what these new game streaming devices will look like. Microsoft didn’t provide any further details. But chances are we’re talking about either a Chromecast-like streaming stick or a small Apple TV-like box. So far, we also don’t know which TV manufacturers it will partner with.

It’s no secret that Microsoft is bullish about cloud gaming. With Xbox Game Pass Ultimate, it’s already making it possible for its subscribers to play more than 100 console games on Android, streamed from the Azure cloud, for example. In a few weeks, it’ll open cloud gaming in the browser on Edge, Chrome and Safari, to all Xbox Game Pass Ultimate subscribers (it’s currently in limited beta). And it is bringing Game Pass Ultimate to Australia, Brazil, Mexico and Japan later this year, too.

In many ways, Microsoft is unbundling gaming from the hardware — similar to what Google is trying with Stadia (an effort that, so far, has fallen flat for Google) and Amazon with Luna. The major advantage Microsoft has here is a large library of popular games, something that’s mostly missing on competing services, with the exception of Nvidia’s GeForce Now platform — though that one has a different business model since its focus is not on a subscription but on allowing you to play the games you buy in third-party stores like Steam or the Epic store.

What Microsoft clearly wants to do is expand the overall Xbox ecosystem, even if that means it sells fewer dedicated high-powered consoles. The company likens this to the music industry’s transition to cloud-powered services backed by all-you-can-eat subscription models.

“We believe that games, that interactive entertainment, aren’t really about hardware and software. It’s not about pixels. It’s about people. Games bring people together,” said Microsoft’s Xbox head Phil Spencer. “Games build bridges and forge bonds, generating mutual empathy among people all over the world. Joy and community — that’s why we’re here.”

It’s worth noting that Microsoft says it’s not doing away with dedicated hardware, though, and is already working on the next generation of its console hardware — but don’t expect a new Xbox console anytime soon.

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Microsoft’s Surface Duo gets dual-screen gaming support

In December, Microsoft wrote a blog post highlighting “The year ahead for Surface Duo.” The news highlighted the dual-screen device’s upcoming availability outside the U.S. (including Canada, the U.K., France and Germany this year), as well as a smattering of features. It’s been pretty well acknowledged from most everyone who reviewed the device (us included), that it’s very much a work in progress.

After making the feature available in beta, Microsoft today is issuing at update to Xbox Cloud Gaming for Android that will unlock some of the product’s entertainment potential. It’s something the company has discussed, and even previewed, but until now, it has remained one of a handful of blind spots.

The app works as you’d expect on the Duo — displaying the game on the top screen and transforming the bottom into a virtual version of an Xbox controller in the Compose Mode orientation. Obviously you can only go so far on that front with a touchscreen, but gaming is genuinely an application where having a second screen can really come in handy.

As Engadget notes, there are now more than 50 titles that support Xbox Touch Controls. Those will be available to users with an Xbox Game Pass Ultimate subscription.

A much-hyped — and eagerly anticipated — alternative to the foldable form factor, the Duo was a disappointment on launch. The company has since dropped the product’s price from $1,500 to $1,000 — not exactly a sign that it was selling well — but continued software support like this is, perhaps, an indication that the company is going to support the line going forward, in spite of early stumbles.

 

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Leveling the playing field

In 2011, a product developer named Fred Davison read an article about inventor Ken Yankelevitz and his QuadControl video game controller for quadriplegics. At the time, Yankelevitz was on the verge of retirement. Davison wasn’t a gamer, but he said his mother, who had the progressive neurodegenerative disease ALS, inspired him to pick up where Yankelevitz was about to leave off.

Launched in 2014, Davison’s QuadStick represents the latest iteration of the Yankelevitz controller — one that has garnered interest across a broad range of industries. 

“The QuadStick’s been the most rewarding thing I’ve ever been involved in,” Davison told TechCrunch. “And I get a lot of feedback as to what it means for [disabled gamers] to be able to be involved in these games.”

Laying the groundwork

Erin Muston-Firsch, an occupational therapist at Craig Hospital in Denver, says adaptive gaming tools like the QuadStick have revolutionized the hospital’s therapy team. 

Six years ago, she devised a rehabilitation solution for a college student who came in with a spinal cord injury. She says he liked playing video games, but as a result of his injury could no longer use his hands. So the rehab regimen incorporated Davison’s invention, which enabled the patient to play World of Warcraft and Destiny. 

QuadStick

Jackson “Pitbull” Reece is a successful Facebook streamer who uses his mouth to operate the QuadStick, as well as the XAC, (the Xbox Adaptive Controller), a controller designed by Microsoft for use by people with disabilities to make user input for video games more accessible. 

Reece lost the use of his legs in a motorcycle accident in 2007 and later, due to an infection, his hands and legs were amputated. He says he remembers able-bodied life as one filled with mostly sports video games. He says being a part of the gaming community is an important part of his mental health.

Fortunately there is an atmosphere of collaboration, not competition, around the creation of hardware for gamers within the assistive technology community. 

But while not every major tech company has been proactive about accessibility, after-market devices are available to create customized gaming experiences for disabled gamers.

Enter Microsoft

At its Hackathon in 2015, Microsoft’s Inclusive Lead Bryce Johnson met with disabled veterans’ advocacy group Warfighter Engaged

“We were at the same time developing our views on inclusive design,” Johnson said. Indeed, eight generations of gaming consoles created barriers for disabled gamers.

“Controllers have been optimized around a primary use case that made assumptions,” Johnson said. Indeed, the buttons and triggers of a traditional controller are for able-bodied people with the endurance to operate them. 

Besides Warfighter Engaged, Microsoft worked with AbleGamers (the most recognized charity for gamers with disabilities), Craig Hospital, the Cerebral Palsy Foundation and Special Effect, a U.K.-based charity for disabled young gamers. 

Xbox Adaptive Controller

The finished XAC, released in 2018, is intended for a gamer with limited mobility to seamlessly play with other gamers. One of the details gamers commented on was that the XAC looks like a consumer device, not a medical device.

“We knew that we couldn’t design this product for this community,” Johnson told TechCrunch. “We had to design this product with this community. We believe in ‘nothing about us without us.’ Our principles of inclusive design urge us to include communities from the very beginning.”

Taking on the giants

There were others getting involved. Like many inventions, the creation of the Freedom Wing was a bit of serendipity.

At his booth at an assistive technology (AT) conference, ATMakers‘ Bill Binko showcased a doll named “Ella” using the ATMakers Joystick, a power-chair device. Also in attendance was Steven Spohn, who is part of the brain trust behind AbleGamers.

Spohn saw the Joystick and told Binko he wanted a similar device to work with the XAC. The Freedom Wing was ready within six weeks. It was a matter of manipulating the sensors to control a game controller instead of a chair. This device didn’t require months of R&D and testing because it had already been road tested as a power-chair device. 

ATMakers Freedom Wing 2

Binko said mom-and-pop companies are leading the way in changing the face of accessible gaming technology. Companies like Microsoft and Logitech have only recently found their footing.

ATMakers, QuadStick and other smaller creators, meanwhile, have been busy disrupting the industry. 

“Everybody gets [gaming] and it opens up the ability for people to engage with their community,” Binko said. “Gaming is something that people can wrap their heads around and they can join in.” 

Barriers of entry

As the technology evolves, so do the obstacles to accessibility. These challenges include lack of support teams, security, licensing and VR. 

Binko said managing support teams for these devices with the increase in demand is a new hurdle. More people with the technological skills are needed to join the AT industry to assist with the creation, installation and maintenance of devices. 

Security and licensing is out of the hands of small creators like Davison because of financial and other resources needed to work with different hardware companies. For example, Sony’s licensing enforcement technology has become increasingly complex with each new console generation. 

With Davison’s background in tech, he understands the restrictions to protect proprietary information. “They spend huge amounts of money developing a product and they want to control every aspect of it,” Davison said. “Just makes it tough for the little guy to work with.”

And while PlayStation led the way in button mapping, according to Davison, the security process is stringent. He doesn’t understand how it benefits the console company to prevent people from using whichever controller they want. 

“The cryptography for the PS5 and DualSense controller is uncrackable so far, so adapter devices like the ConsoleTuner Titan Two have to find other weaknesses, like the informal ‘man in the middle’ attack,” Davison said. 

The technique allows devices to utilize older-gen PlayStation controllers as a go-between from the QuadStick to the latest-gen console, so disabled gamers can play the PS5. TechCrunch reached out to Sony’s accessibility division, whose representative said there are no immediate plans for an adaptable PlayStation or controller. However, they stated their department works with advocates and gaming devs to consider accessibility from day one.  

In contrast, Microsoft’s licensing system is more forgiving, especially with the XAC and the ability to use older-generation controllers with newer systems. 

“Compare the PC industry to the Mac,” Davison said. “You can put together a PC system from a dozen different manufacturers, but not for the Mac. One is an open standard and the other is closed.”

A more accessible future

In November, Japanese controller company HORI released an officially licensed accessibility controller for the Nintendo Switch. It’s not available for sale in the United States currently, but there are no region restrictions to purchase one online. This latest development points toward a more accessibility-friendly Nintendo, though the company has yet to fully embrace the technology. 

Nintendo’s accessibility department declined a full interview but sent a statement to TechCrunch. “Nintendo endeavors to provide products and services that can be enjoyed by everyone. Our products offer a range of accessibility features, such as button-mapping, motion controls, a zoom feature, grayscale and inverted colors, haptic and audio feedback, and other innovative gameplay options. In addition, Nintendo’s software and hardware developers continue to evaluate different technologies to expand this accessibility in current and future products.”

The push for more accessible hardware for disabled gamers hasn’t been smooth. Many of these devices were created by small business owners with little capital. In a few cases corporations with a determination for inclusivity at the earliest stages of development became involved. 

Slowly but surely, however, assistive technology is moving forward in ways that can make the experience much more accessible for gamers with disabilities.

 

 

 

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Sony announces investment and partnership with Discord to bring the chat app to PlayStation

Sony and Discord have announced a partnership that will integrate the latter’s popular gaming-focused chat app with PlayStation’s own built-in social tools. It’s a big move and a fairly surprising one given how recently acquisition talks were in the air — Sony appears to have offered a better deal than Microsoft, taking an undisclosed minority stake in the company ahead of a rumored IPO.

The exact nature of the partnership is not expressed in the brief announcement post. The closest we come to hearing what will actually happen is that the two companies plan to “bring the Discord and PlayStation experiences closer together on console and mobile starting early next year,” which at least is easy enough to imagine.

Discord has partnered with console platforms before, though its deal with Microsoft was not a particularly deep integration. This is almost certainly more than a “friends can see what you’re playing on PS5” and more of a “this is an alternative chat infrastructure for anyone on a Sony system.” Chances are it’ll be a deep, system-wide but clearly Discord-branded option — such as “Start a voice chat with Discord” option when you invite a friend to your game or join theirs.

The timeline of early 2022 also suggests that this is a major product change, probably coinciding with a big platform update on Sony’s long-term PS5 roadmap.

While the new PlayStation is better than the old one when it comes to voice chat, the old one wasn’t great to begin with, and Discord is not just easier to use but something millions of gamers already do use daily. And these days, if a game isn’t an exclusive, being robustly cross-platform is the next best option — so PS5 players being able to seamlessly join and chat with PC players will reduce a pain point there.

Of course Microsoft has its own advantages, running both the Xbox and Windows ecosystems, but it has repeatedly fumbled this opportunity and the acquisition of Discord might have been the missing piece that tied it all together. That bird has flown, of course, and while Microsoft’s acquisition talks reportedly valued Discord at some $10 billion, it seems the growing chat app decided it would rather fly free with an IPO and attempt to become the dominant voice platform everywhere rather than become a prized pet.

Sony has done its part, financially speaking, by taking part in Discord’s recent $100 million H round. The amount they contributed is unknown, but perforce it can’t be more than a small minority stake, given how much the company has taken on and its total valuation.

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US video game spending increased 30% in Q1

Even as signs of life after the pandemic have begun to emerge here in the U.S., increases in video game spending continue. There’s no doubt that much of last year’s big numbers were driven by stay-at-home requirements in much of the country and the world. All said, U.S. spending on the industry increased 27% for 2020.

There remains a broader question, however, around whether this momentum can maintain, as people start to, you know, leave the house more. For now, at least, things are continuing to look rosy for the industry. NPD noted this morning that U.S. spending on the category jumped 30% y-o-y for Q1 2021, to $14.92 billion.

When we break the number down a bit, however, it becomes clear that the driver goes beyond mere pandemic entertainment. Content was up 25% for the quarter, accessories jumped 42% and hardware went up 82%.

The motivator behind that last figure should be immediately obvious to anyone who follows the industry with any amount of interest. Where Nintendo’s Switch dominated the conversation for most of 2020, Sony and Microsoft both launched their next-gen consoles late last year.

“While we are still seeing elevated rates of both engagement and spending resulting from changes in consumer behavior driven by the pandemic, we are also seeing cyclical gains from the November launches of both the PlayStation 5 and Xbox Series consoles,” analyst Mat Piscatella said in a release The growth driven by these new platforms, combined with gains experienced in mobile, PC and VR content spending, as well as the continued strength of Nintendo Switch, have pushed the market to new highs.”

 

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Xbox Cloud Gaming beta starts rolling out on iOS and PC this week

The era of cloud gaming hasn’t arrived with the intensity that may have seemed imminent a couple years ago when major tech platforms announced their plays. In 2021, the market is still pretty much nonexistent despite established presences from nearly all of tech’s biggest players.

Microsoft has been slow to roll out its Xbox Cloud Gaming beta to its users widely across platforms, but that’s likely because they know that, unlike other upstart platforms, there’s not a huge advantage to them rushing out the gate first. This week, the company will begin rolling out the service on iOS and PC to Game Pass Ultimate users, sending out invites to a limited number of users and scaling it up over time.

“The limited beta is our time to test and learn; we’ll send out more invites on a continuous basis to players in all 22 supported countries, evaluate feedback, continue to improve the experience, and add support for more devices,” wrote Xbox’s Catherine Gluckstein in a blog post. “Our plan is to iterate quickly and open up to all Xbox Game Pass Ultimate members in the coming months so more people have the opportunity to play Xbox in all-new ways.”

The service has been available in beta for Android users since last year but it’s been a slow expansion to other platforms outside that world.

A big part of that slowdown has been the result of Apple playing hardball with cloud gaming platform providers, whose business models represent a major threat to App Store gaming revenues. Apple announced a carve-out provision for cloud-gaming platforms that would maintain dependency on the App Store and in-app purchase frameworks but none of the providers seemed very happy with Apple’s solution. As a result, Xbox Cloud Gaming will operate entirely through the web on iOS inside mobile Safari.

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Xbox Live Gold is getting a big price hike

In what feels like an attempt at kicking some bad news under the rug on a Friday, Microsoft announced this morning that the price of Xbox Live Gold is going up.

Here’s how the price changes break down:

  • The one-month plan is going from $10 per month to $11.
  • The three-month plan is going from $25 to $30.
  • The six-month plan is going from $40 to $60 — but only for new customers, says Microsoft.

“But what about the twelve-month plan? Didn’t they used to offer those?”

They did! It was $60 — or the price that a six-month subscription will go for now. They stopped selling twelve-month plans back in July of last year, presumably because this change was on the horizon and they would’ve had to acknowledge on the price tag that 12 months of Live Gold would cost $120.

The good news: the price hike on the six-month plan only impacts new customers. If you’ve already got a six-month subscription (or are grandfathered into an auto-renewing twelve-month subscription), Xbox Support confirmed in a tweet that the price won’t increase:

If you’re on the one-month or three-month plans, though, it sounds like you’ll be paying the new price.

So why bump the cost? Microsoft doesn’t officially outline their reasoning (beyond pointing out that they haven’t increased the price in years, or as long as a decade in some regions), but one can assume it’s at least partially to make the $15 a month Xbox Game Pass (which bundles Xbox Live Gold with a library of all-you-can-eat, on-demand titles) that much more alluring.

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