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			 Here are Xbox's pros and cons: 
 PRO
 
 IT IS PROFITABLE IN THE LONG TERM: The Xbox business has been 
			profitable for the past few years, according to Yusuf Mehdi, 
			Microsoft's vice president of strategy. Mehdi says the company sees 
			the gaming industry growing from an annual $66 billion to $78 
			billion in 2017. And Microsoft hopes to broaden the Xbox's appeal 
			with features that make it more of an entertainment hub.
 
 CON
 
 IT WILL BE A SHORT-TERM PROFIT DRAG: Nomura analyst Rick Sherlund 
			estimates that the Xbox platform will lose at least $1 billion for 
			Microsoft in 2014 and may not be profitable for another year or so 
			after that. He says a spinoff, even to existing shareholders, would 
			immediately boost Microsoft's profits and stock price. And the 
			timing is right. The company is expected to name a new CEO to 
			replace Steve Ballmer soon and is re-examining its future.
 
 "I can understand the emotional attachment people have to Microsoft 
			owning Xbox," he says. "But if you're trying to bring in new 
			management here and have a course correction, I think this is one of 
			the places you've got to take a look at and reassess."
 
			
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 PRO
 
 ITS AUDIENCE IS HUGE: The Xbox Live online gaming and entertainment 
			service has some 48 million members worldwide, many of whom pay $5 a 
			month. More than 80 million Xbox 360s have been sold worldwide, 
			providing a user base for Microsoft to sell things like music 
			subscriptions, video rentals, more games and the new Xbox One. The 
			platform is also a window into Microsoft services such as Bing 
			search, Skype Internet calls and SkyDrive cloud storage.
 
 CON
 
 BUT IT'S NOT AS BIG AS WINDOWS: More than a billion people worldwide 
			use Windows personal computers, and focusing efforts on polishing 
			Windows 8.1 could have a bigger payoff.
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 PRO
 
 IT'S A POPULAR BRAND: "There are not a lot of products that 
			Microsoft makes that people are pumped and excited about. Xbox is 
			one of them," says Mike Hickey, a games industry analyst with The 
			Benchmark Co. "To punt that would be a mistake."
 CON
 IT'S SLIGHTLY OFF-BRAND: Microsoft prides itself on making software 
			and products that help people to be more productive. But Ballmer, at 
			his final shareholders meeting as CEO on Tuesday, acknowledged the 
			common sentiment that video games can suck up huge amounts of time. 
			"I'm sure we'll lose my 14-year-old for the better part of the next 
			weekend," he said referring to the Xbox One's launch.
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			PRO
 IT'S A SOURCE OF INNOVATION: If Microsoft hadn't entered the 
			hardware business, it might not have been able to build the Surface 
			tablet on its own, says Dean Takahashi, author of "Opening the Xbox" 
			and "Xbox 360 Uncloaked." The company has also developed gesture- 
			and voice-recognition technology with its Kinect sensor for Xbox. 
			"They developed some very useful skills in moving into this 
			business," Takahashi says.
 
 CON
 
 INNOVATION HAS BEEN COSTLY: Microsoft took a $1 billion charge in 
			2007 on Xbox hardware defects and a $900 million charge on unsold 
			Surface inventory this year. And it's not clear whether the 
			company's new user-interface technologies are as advanced as they 
			need to be to make money. As several reviewers have noted, Kinect's 
			voice-recognition ability is hit-and-miss.
 
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 PRO
 
 IT POSITIONS MICROSOFT IN THE LIVING ROOM: Microsoft's Xbox 360 and 
			Sony's PlayStation 3 each sold more than 80 million units globally. 
			Strategically, pulling even with the game console leader was a key 
			win because it prevented Sony from taking over the living room. The 
			strategy was intended "to create a halo effect for other Microsoft 
			consumer devices," according to Evercore analyst Kirk Materne.
 
 CON
 
 BUT THE WORLD'S GONE MOBILE: By pouring time and energy into a 
			home-bound console, Microsoft largely missed the mobile devices 
			revolution. IHS predicts Microsoft's Windows platform will be the 
			operating system in just 6.5 percent of tablets and 3.9 percent of 
			smartphones sold worldwide this year. Together those devices will 
			account for 1.2 billion units sold. Sherlund says dominating the 
			living room "was a good idea 10 years ago." ''Apple and Google did 
			an end run around you with smartphones and tablets," he says. "You 
			had your eye on the wrong ball."
 [Associated 
					Press; RYAN NAKASHIMA, AP Business Writer] Copyright 2013 The Associated 
			Press. All rights reserved. This material may not be published, 
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