How many people live in Malaysia?

The demographics of Malaysia are represented by the multiple ethnic groups that exist in the country. Malaysia's population, according to the 2010 census, is 28,334,000 including non-citizens, which makes it the 42nd most populated country in the world. Of these, 5.72 million live in East Malaysia and 22.5 million live in Peninsular Malaysia. The population distribution is uneven, with some 79% of its citizens concentrated in Peninsular Malaysia, which has an area of, constituting under 40% of the total area of Malaysia.

Demographics of Malaysia

The Malaysian population is growing at a rate of 1.94% per annum as of 2017. According to latest projection of the 2010 census, the fertility rates of the 3 largest Malaysian groups are as follows: Malay/Bumiputera: 2.4 children per woman, Chinese: 1.4 children per woman and Indian: 1.8 children per woman. Malay fertility rates are 40% higher than Malaysian Indians and 56% higher than Malaysian Chinese. Population projections in 2017 show that the Malays and Bumiputeras comprised a total of 68.8% of the total population, Chinese 23.2% and Indians 7.0%. The Chinese population has shrunk proportionally from 1957, when it was about 40% of Malaya, although in absolute numbers they have increased around threefold by 2017 in Malaysia (2.4 million in 1957 to 6.6 million in 2017, the later figure include East Malaysia) but have been dwarfed by the fivefold increase of Malays (from around 3.1 million in 1957 to 15.5 million in 2017).

Censuses were taken in Malaysia in 1970, 1980, 1991, and 2000, with the one in 2000 taking place between 5 and 20 July. The total population is around 28.3 million according to the 2010 census. The population distribution is highly uneven, with some 20 million residents concentrated in Peninsula Malaysia. 74.7% of the population is urban. Due to the rise in labour-intensive industries, Malaysia is estimated to have over 3 million migrant workers, which is about 10% of the Malaysian population. The exact numbers are unknown: there are a million legal foreign workers and perhaps another million unauthorised foreigners. The state of Sabah alone had nearly 25% of its 2.7 million population listed as illegal foreign workers in the last census. Sabah based NGOs estimate that out of the 3 million population, 2 million are illegal immigrants.

Additionally, according to the "World Refugee Survey 2008", published by the US Committee for Refugees and Immigrants (USCRI), Malaysia hosts a population of refugees and asylum seekers numbering approximately 155,700. Of this population, approximately 70,500 refugees and asylum seekers are from the Philippines, 69,700 from Burma, and 21,800 from Indonesia. The USCRI named Malaysia as one of the ten worst places for refugees on account of the country's discriminatory practices toward them. Malaysian officials are reported to have turned deportees directly over to human smugglers in 2007, and Malaysia employs RELA, a volunteer militia, to enforce its immigration law.Source: National Census 2000, Department of Statistics Malaysia.
Source: National Census 2010, Department of Statistics Malaysia

Data from July 2010.

Structure of the population (01.07.2011) (Estimates - Data refer to projections based on the 2000 Population Census):

Structure of the population (2015 estimates) :Data for (^) obtained from Department of Statistics releases. See notes. All key rates sampled per 1000 of population.

Data from United Nation:

Data from Department of Statistics Malaysia:

Births

Deaths

Natural increase

Total fertility rate (TFR) by state as of 2011:

Average life expectancy at age 0 of the total population.

Malaysia's population comprises many ethnic groups. People of Austronesian origin make up the majority of the population, and are known as the Bumiputras. Large Chinese and Indian minorities also exist. Malays, as Bumiputra, see Malaysia as their land, and since race riots in 1969 Bumiputra have been especially privileged in Malaysia – top government positions are reserved for Malays, and the Malays received cheaper housing, priority in government jobs as well as business licenses. However, since the riot racial stability has prevailed, if not full harmony, and mixed marriages are on the rise. The following are the twenty-five largest ethnolinguistic groups in Malaysia; speakers of distinct dialects of a language may be grouped separately, for example Terengganu Malay and Kelantan Malay are grouped into East Coast Malay:

Bumiputras totaling 68.8% of Malaysia's population as of 2017 are divided into Muslim Malays proper, who make up the majority of the Malaysian population at 54.66%; and other bumiputra, who make up 14.14% of the Malaysian population, and most of whom belong to various Austronesian Malay ethnic groups related to the Muslim Malays. Bumiputra status is also accorded to certain non-Malay indigenous peoples, including ethnic Thais, Khmers, Chams and the natives of Sabah and Sarawak. Laws over who gets Bumiputra status vary between states. Some Eurasians can obtain bumiputra privileges, providing they can prove they are of Portuguese (Kristang) descent.

The Malays are an ethnic group predominantly inhabiting the Malay Peninsula and parts of Sumatra and Borneo. They form the largest community in Malaysia and play a dominant role politically. They make up about half of the total population. By constitutional definition, Malays are Muslims who practice Malay customs ("adat") and culture.

Their language, Malay ("Bahasa Malaysia"), is the national language of the country. Citizens of Minangkabau, Bugis or Javanese origins, who can be classified "Malay" under constitutional definitions may also speak their respective ancestral tongues. However, English is also widely spoken in major towns and cities across the country. Malays from different states in Malaysia carry distinct dialects that can sometimes be unintelligible to most of their fellow countrymen. By definition of the Malaysian constitution, all Malays are Muslims.

In the past, Malays wrote in Pallava or using the Sanskrit-based alphabet of Kawi. Arabic traders later introduced Jawi, an Arabic-based script, which became popular after the 15th century. Until then reading and writing were mostly the preserve of scholars and nobility, while most Malay commoners were illiterate. Jawi was taught along with Islam, allowing the script to spread through all social classes. Nevertheless, Kawi remained in use by the upper-class well into the 15th century. The Romanised script was introduced during the colonial period and, over time, it came to replace both Sanskrit and Jawi. This was largely due to the influence of the European education system, wherein children were taught the Latin alphabet.

Malay culture shows strong influences from Buddhism, Hinduism and animism. However, since the Islamisation movement of the 1980s and 90s, these aspects are often neglected or banned altogether. Because any Malay-speaking Muslim is entitled to Bumiputra privileges, many non-Malay Muslims have adopted the Malay language, customs and attire in the last few decades. This is particularly the case with Indian Muslims from the peninsula and the Kedayan of Borneo. The Malay ethnic group is distinct from the concept of a Malay race, which encompasses a wider group of people, including most of Indonesia and the Philippines.

Malaysia has many other non-Malay indigenous people, who are given Bumiputra status. The indigenous tribes are the oldest inhabitants of Malaysia, and the indigenous groups of Peninsular Malaysia and East Malaysia are collectively known as the "Orang Asli". They account for about 11 percent of the nation's population, and represent a majority in East Malaysia of Sabah and Sarawak. In Sarawak, the dominant tribal group are the Dayak people, who are either Iban (also known as Sea Dayak) or Bidayuh (also known as Land Dayak) of which are mainly Christians. The Iban form the largest of all indigenous groups, numbering over 600,000 (35% of Sarawak's population), who mostly still live in traditional longhouses which can hold up to 200 people. Longhouses are mostly places along the Rajang and Lupar rivers and their tributaries, although many Iban have moved to the cities. The Bidayuhs, numbering around 170,000, are concentrated in the southwestern part of Sarawak. They, together with other indigenous groups in Sarawak make up over half of the states population.

The largest indigenous tribe in Sabah is the Kadazan, most of whom are Christians and rice farmers. They live as substinence farmers. Sabah has a large amount of indigenous people, 28% of the population are Kadazan-Dusuns, and 17% are Bajaus.

There also exist aboriginal groups in much smaller numbers on the peninsula, where they are collectively known as Orang Asli (literally meaning "original person"). The 140,000 Orang Asli comprise a number of different ethnic communities. Many tribes, both on the peninsula and in Borneo, were traditionally nomadic or semi-nomadic hunter—gatherers who practice animism, including the Punan, Penan and Senoi. However, their ancestral land and hunting grounds are commonly reclaimed by the state, shifting them to inferior land and sometimes pushing them out of their traditional way of life. The most numerous of the Orang Asli are called Negritos and are related to native Papuans in West Papua, Indonesia and Papua New Guinea, and possibly even to the aborigines in Australia. Other bumiputera minorities to a lesser degree include the Malaysian Siamese, Khmers, Chams, Burmese and the Indian Muslims commonly known as Mamaks.

Minorities who lack Bumiputra status have established themselves in Malaysia. Those who are not considered to be Bumiputras make up a considerable portion of the Malaysian population – non-Malays once constituted around 50% of the population of peninsula Malaya (1947–1957), but have since declined in percentage term due to a higher birthrate of Malays owing to favorable policies by the government as well as some degree of out-migration by the Chinese. A large number of the non-Bumiputra arrived during the colonial period, but most of the non-Bumiputras were native-born by 1947 as large-scale immigration had effectively ceased by the late 1940s. Some Chinese families, known as Peranakan ("straits-born"), have resided in Malaysia since as far back as 15th century Malacca.

The second largest ethnic group at 6.66 million are the Chinese who make up 23.2% of the population excluding non-citizens as of 2017. They have been dominant in trade and business since the early 20th century. Malaysian Chinese businesses developed as part of the larger bamboo network, a network of overseas Chinese businesses operating in the markets of Southeast Asia that share common family and cultural ties. George Town and Ipoh are Chinese-majority cities, while Penang is the only state in Malaysia with a non-Bumiputera majority population. The Chinese have been settling in Malaysia for many centuries, as seen in the emergence of the "Peranakan" culture, but the exodus peaked during the nineteenth century through trading and tin-mining. When they first arrived, the Chinese often worked the most grueling jobs like tin mining and railway construction. Later on, some of them owned businesses that became large conglomerates in today's Malaysia. Most Chinese are Tao Buddhist and retain strong cultural ties to their ancestral homeland.

The first Chinese people to settle in the Straits Settlements, primarily in and around Malacca, gradually adopted elements of Malayan culture, and some intermarried with the Malayan community. A distinct sub-ethnic group called "babas" (male) and "nyonyas" (female) emerged. "Babas" and "nyonyas" as a group are known as "Peranakan". They produced a syncretic set of practices, beliefs, and arts, combining Malay and Chinese traditions in such a way as to create a new culture. The "Peranakan" culture is still visible to this day in the former Straits Settlements of Singapore, Malacca and Penang.

The Chinese community in Malaysia, depending on the predominant dialect in a particular region, speaks a variety of Chinese dialects including Mandarin, Hokkien, Cantonese, Hakka and Teochew. In certain regions in Malaysia, some dialects are more widely used; Hokkien predominates in Penang and Kedah, while most Chinese in the former centres of tin mining, such as Ipoh and Kuala Lumpur, speak Cantonese. More recently, however, with the standardised, compulsory use of Mandarin in Chinese schools, a huge majority of Malaysian Chinese now speak Mandarin, a non-native language that originated from northern China.

On the other hand, it was reported that up to 10% of Malaysian Chinese are primarily English-speaking. The English-speaking Chinese minority is typically concentrated in cities such as Kuala Lumpur, Petaling Jaya, George Town, Ipoh and Malacca. The English speakers form a distinct subset within the larger Chinese community, as they are known to have a less Sinocentric mindset, and are rather Westernized in thinking and attitudes.

The 2.01 million strong Indian community in Malaysia is the smallest of the three main ethnic groups, comprising only 7.0% of the total population excluding non-citizens as of 2017. Indians were brought in to Malaysia during the British colonial period in late 18th century and early 19th centuries. They first came to Malaya for barter trade, especially in the former Straits Settlements of Singapore, Malacca and Penang. During the British colonial rule, Indian labourers, who were mostly Tamils and Telugus from Tamil Nadu, Andhra Pradesh and lesser so from Kerala in the South of India were brought to Malaya to work on sugarcane and coffee plantations, rubber and oil palm estates, construction of buildings, railways, roads and bridges. English-educated Ceylon Tamils from Ceylon (now Sri Lanka), and Malayalees (from Kerala) were brought in to handle white-collar jobs. Kerala had the first mission schools in India and as such produced english educated administrators. Both ethnicities worked mainly as clerks, public servants, teachers, hospital assistants, doctors and in other skilled professions. As for the Punjabis from Punjab, most of them where enlisted in the army in Malaya while some handled the bullock-cart services in the country.

The South Asians that came to Malaysia followed Hinduism, Islam and Sikhism. Hindu religion with its unique temples Kovils and Gurdwaras, Tamil cuisine and colourful garments. More than 85% of Malaysian Indians adhere to Hinduism. The Chitty community in Malacca are descendants of much earlier Indian immigrants who adopted local culture. Though they remain Hindu, the Chitties speak Bahasa Malaysia and women dress in sarong kebayas. The Hindu community celebrates two main festivals — Deepavali and Thaipusam — and many other smaller religious events each year. The ethnic Malayalees from Kerala celebrate the Onam festival (new year) and Vishu. The ethnic Punjabis celebrate Vasakhi, Lodi and Gurpurab. Majority of the Indians in Malaysia mainly speak Tamil while Telugu, Malayalam and Punjabi are also spoken. Some other South Asian Muslims mostly from Pakistan and Bangladesh have intermarried with the local Malay Muslims and have integrated with the Malays to a certain degree. Indian Muslims are commonly known as Mamak people in Malaysia and have recently gained Bumiputera status recognition in 2017.

A small minority of Malaysians do not fit into the broader ethnic groups. A small population exists of people of European and Middle Eastern descent. Europeans and Middle Easterners, who first arrived during the colonial period, assimilated through intermarriage into the Christian and Muslim communities. Most Eurasian Malaysians trace their ancestry to British, Dutch and/or Portuguese colonists, and there is a strong Kristang community in Malacca.

The Nepalese are mostly migrant workers from Nepal totalling 356,199 of which Malaysian Citizens are as little over 600 and lives in Rawang, Selangor. Originally brought by the British as bodyguards and security personnel, Nepali population consist of Rana, Chettri, Rai and Gurung clans. Other minorities include Filipinos and Burmese. A small number of ethnic Vietnamese from Cambodia and Vietnam settled in Malaysia as Vietnam War refugees.

There is no general consensus on the ethnic profiling of children of mixed parentage. Some choose to be identified according to paternal ethnicity while others simply think that they fall in the "Others" category. The majority choose to identify themselves as Malay as long as either parent is Malay, mainly due to the legal definition of Bumiputra and the privileges that comes along with it. Children of Chinese–Indian parentage are known as Chindians. Though this is not an official category in national census data, it is an increasing number especially in urban areas due to the increasing ethnic Chinese-Indian relationships.

Malaysia contains speakers of 137 living languages, 41 of which are found in Peninsula Malaysia. The official language of Malaysia is known as Bahasa Malaysia, a standardised form of the Malay language. English was, for a protracted period, the de facto, administrative language of Malaysia, though its status was later rescinded. Despite that, English remains an active second language in many areas of Malaysian society and is taught as a compulsory subject in all public schools. Many businesses in Malaysia conduct their transactions in English, and it is sometimes used in official correspondence. Examinations are based on British English, although there has been much American influence through television.

Malaysian English, also known as Malaysian Standard English (MySE), is a form of English derived from British English, although there is little official use of the term, except with relation to education. Malaysian English also sees wide use in business, along with Manglish, which is a colloquial form of English with heavy Malay, Chinese languages and Tamil influences. Most Malaysians are conversant in English, although some are only fluent in the Manglish form. The Malaysian government officially discourages the use of Manglish.

Malaysian Chinese mostly speak Chinese languages from the southern provinces of China. The more common languages in Peninsular Malaysia are Hokkien, Cantonese, Hakka, Teochew, Hainanese, and Hokchiu. In Sarawak, most ethnic Chinese speak either Foochow or Hakka while Hakka predominates in Sabah except in the city of Sandakan where Cantonese is more often spoken despite the Hakka-origins of the Chinese residing there. Hokkien is mostly spoken in Penang and Kedah whereas Cantonese is mostly spoken in Ipoh and Kuala Lumpur. However, in Malaysia as a whole, the majority of ethnic Chinese now speak Standard Mandarin, a non-native language from northern China (originally spoken by the Beijing elite and chosen as the official language of China), as their first language, while English is the first language for the rest. Some of the less-spoken languages such as Hainanese are facing extinction. As with Malaysian youths of other races, most Chinese youth are multilingual and can speak up to four languages with at least moderate fluency – their native Chinese language, Mandarin, English and Malay.

Tamil is the most common language spoken among Indians in Malaysia, especially in Peninsular Malaysia where they still maintain close cultural ties with their homeland Tamil Nadu & Ceylon. This is because there are far fewer Indians in East Malaysia than in the Peninsula. Tamil community from Ceylon have their own Tamil dialect known as Sri Lankan Tamil. Besides Tamil, Telugu is also spoken by the Telugu community. Malayalam Language is used by the Malayalee ethnic group. Punjabi language is commonly spoken by the Punjabi community. Besides that, Sinhalese is used by a small number of Sinhalese community from Sri Lanka.

Citizens of Minangkabau, Bugis or Javanese origins, who can be classified "Malay" under constitutional definitions may also speak their respective ancestral tongues. The native tribes of East Malaysia have their own languages which are related to, but easily distinguishable from, Malay. The Iban is the main tribal language in Sarawak while Dusunic languages are spoken by the natives in Sabah. A variant of the Malay language that is spoken in Brunei is also commonly spoken in both states.

Some Malaysians have Caucasian ancestry and speak creole languages, such as the Portuguese-based Malaccan Creoles, and the Spanish-based Zamboangueño Chavacano. Thai is also spoken in some areas.

Citizenship is usually granted by lex soli. Citizenship in the states of Sabah and Sarawak in Malaysian Borneo are distinct from citizenship in Peninsular Malaysia for immigration purposes. Every citizen is issued a biometric smart chip identity card, known as "MyKad", at the age of 12, and must carry the card at all times.

Islam is the largest and state religion of Malaysia, although Malaysia is a multi-religious society and the Malaysian constitution guarantees religious freedom. Despite the recognition of Islam as the state religion, the first 4 prime ministers have stressed that Malaysia could function as a secular state. According to the Population and Housing Census 2010 figures, approximately 61.3 percent of the population practised Islam; 19.8 percent Buddhism; 9.2 percent Christianity; 6.3 percent Hinduism; and 1.3 percent practise Confucianism, Taoism and other traditional Chinese religions. Of the remainders, 0.4% was accounted for by other faiths, including animism, folk religion, and Sikhism, while 1.7% either reported having no religion or did not provide any information. The percentage population of Muslims has been steadily increasing – from 58.6% in 1991, 60.4% in 2000, to the 61.3% of the 2010 census.

The majority of Malaysian Indians follow Hinduism (84.5%), with a significant minority identifying as Christians (7.7%), Sikhs (3.9%), Muslims (3.8%), and 1,000 Jains. Most Malaysian Chinese follow a combination of Buddhism, Taoism, Confucianism and ancestor-worship but, when pressed to specify their religion, will identify themselves as Buddhists. Statistics from the 2000 Census indicate that 75.9% of Malaysia's ethnic Chinese identify as Buddhist, with significant numbers of adherents following Taoism (10.6%) and Christianity (9.6%), along with small Hui-Muslim populations in areas like Penang. Christianity constitutes a slim majority of the non-Malay Bumiputra community (50.1%) with an additional 36.3% identifying as Muslims while 7.3% follow folk religion.

Islam is thought to have been brought to Malaysia around the 12th century by Arab traders. Since then the religion has become the predominant religion of the country and is recognised as the state's official religion. All ethnic Malays are considered Muslim by Article 160 of the Constitution of Malaysia.

Muslims are obliged to follow the decisions of Syariah courts in matters concerning their religion. The Islamic judges are expected to follow the Shafi`i legal school of Islam, which is the main madh'hab of Malaysia. The jurisdiction of Shariah courts is limited only to Muslims in matters such as marriage, inheritance, divorce, apostasy, religious conversion, and custody among others. No other criminal or civil offences are under the jurisdiction of the Shariah courts, which have a similar hierarchy to the Civil Courts. Despite being the supreme courts of the land, the Civil Courts (including the Federal Court) do not hear matters related to Islamic practices, as ratified by Tun Dr Mahathir Mohamad in the late 1980s. Regulation of sexual activities among the Muslim population is strict; with laws prohibiting unmarried couples from occupying a secluded area or a confined space to prevent suspicion of acts forbidden in Islam.

Literacy rates (percentage of people over 15 who can read and write) are high in Malaysia, with an overall Literacy rate of 88.7%. Literacy rates are higher among males (92%) than females (85.4%)

Education in Malaysia is monitored by the federal government Ministry of Education. The education system features a non-compulsory kindergarten education followed by six years of compulsory primary education, and five years of optional secondary education. Most Malaysian children start schooling between the ages of three to six, in kindergarten.

Children begin primary schooling at the age of seven for a period of six years. Primary schools are divided into two categories, national primary schools and vernacular school. Vernacular schools ("Sekolah Jenis Kebangsaan") use either Chinese or Tamil as the medium of instruction, whereas national primary schools ("Sekolah Kebangsaan") uses Bahasa Malaysia as the medium of instruction for subjects except English, Science and Mathematics.
Before progressing to the secondary level of education, pupils in Year 6 are required to sit the Primary School Achievement Test ("Ujian Pencapaian Sekolah Rendah", UPSR). A programme called First Level Assessment ("Penilaian Tahap Satu", PTS) taken during Primary Year 3 was abolished in 2001.

Secondary education in Malaysia is conducted in secondary schools ("Sekolah Menengah Kebangsaan") for five years. National secondary schools use Malay as the main language of instruction. The only exceptions are Mathematics and Science and languages other than Malay, however this was only implemented in 2003, prior to which all non-language subjects were taught in Malay. At the end of Form Three, which is the third year, students are evaluated in the Form Three Assessment ("Pentaksiran Tingkatan Tiga", PT3). Secondary students no longer sit for PMR in Form Three that has been abolished in 2014. In the final year of secondary education (Form Five), students sit the Malaysian Certificate of Education ("Sijil Pelajaran Malaysia", SPM) examination, which is equivalent to the former British Ordinary or 'O' Levels. The government has decided to abandon the use of English in teaching maths and science and revert to Bahasa Malaysia, starting in 2012.

Malaysian national secondary schools are sub-divided into several types: National Secondary School ("Sekolah Menengah Kebangsaan"), Religious Secondary School ("Sekolah Menengah Agama"), National-Type Secondary School (Sekolah Menengah Jenis Kebangsaan) (also referred to as Mission Schools), Technical Schools (Sekolah Menengah Teknik), Residential Schools and MARA Junior Science College (Maktab Rendah Sains MARA).

There are also 60 Chinese Independent High Schools in Malaysia, where most subjects are taught in Chinese. Chinese Independent High Schools are monitored and standardised by the United Chinese School Committees' Association of Malaysia (UCSCAM). However, unlike government schools, independent schools are autonomous. It takes six years to complete secondary education in Chinese independent schools. Students will sit a standardised test conducted by UCSCAM, which is known as the Unified Examination Certificate (UEC) in Junior Middle 3 (equivalent to PMR) and Senior Middle 3 (equivalent to A level). A number of independent schools conduct classes in Malay and English in addition to Chinese, enabling the students to sit the PMR and SPM additionally.

Before the introduction of the matriculation system, students aiming to enter public universities had to complete an additional 18 months of secondary schooling in Form Six and sit the Malaysian Higher School Certificate ("Sijil Tinggi Persekolahan Malaysia", STPM); equivalent to the British Advanced or 'A' levels. Since the introduction of the matriculation programme as an alternative to STPM in 1999, students who completed the 12-month programme in matriculation colleges (kolej matrikulasi in Malay) can enrol in local universities. However, in the matriculation system, only 10 per cent of the places are open to non-Bumiputra students.

There are a number of government-funded public universities in Malaysia, the most prominent of them being University of Malaya. Although the ethnic quota system favouring Malays at such universities was abolished in 2002, disparity of student intake still exists in these universities with underrepresentation of non-Bumiputras. Instead, private universities have sprung up to cater to the local population. These private universities are also gaining a reputation for international quality education and students from all over the world attend these universities. In addition, four reputable international universities have set up their branch campuses in Malaysia since 1998. A branch campus can be seen as an ‘offshore campus’ of the foreign university, which offers the same courses and awards as the main campus. Both local and international students can acquire these identical foreign qualifications in Malaysia at a lower fee. The foreign university branch campuses in Malaysia are: Monash University Malaysia Campus, Curtin University, Malaysia, Swinburne University of Technology Sarawak Campus and University of Nottingham Malaysia Campus.

Students also have the option of enrolling in private tertiary institutions after secondary studies. Most institutions have educational links with overseas universities especially in the United States, the United Kingdom and Australia, allowing students to spend a portion of their course duration abroad as well as getting overseas qualifications. One such example is Tunku Abdul Rahman University College which partnered with Sheffield Hallam University and Coventry University.

In addition to the Malaysian National Curriculum, Malaysia has many international schools such as The International School Kuala Lumpur, Alice Smith School, Gardens International School, Cempaka Schools Malaysia, Kolej Tuanku Ja'afar...etc. These schools cater to the growing expatriate population in the country and the Malaysians who want a foreign curriculum, UK based curriculum, English education or Australian curriculum as well.

The Malaysian government places importance on the expansion and development of health care, putting 5% of the government social sector development budget into public health care—an increase of more than 47% over the previous figure. This has meant an overall increase of more than RM 2 billion. With a rising and ageing population, the Government wishes to improve in many areas including the refurbishment of existing hospitals, building and equipping new hospitals, expansion of the number of polyclinics, and improvements in training and expansion of telehealth. A major problem with the health care sector is the lack of medical centres for rural areas, which the government is trying to counter through the development of and expansion of a system called "tele-primary care". Another issue is the overperscription of drugs, though this has decreased in recent years. Since 2009 the Malaysian Health Ministry has increased its efforts to overhaul the system and attract more foreign investment.

The country generally has an efficient and widespread system of health care. It implements a universal healthcare system, which co-exists with the private healthcare system. Infant mortality rate in 2009 was 6 deaths per 1000 births, and life expectancy at birth in 2009 was 75 years. Malaysia has the highest levels of obesity among ASEAN countries.

The Malaysian health care system requires doctors to perform a compulsory three years service with public hospitals to ensure that the manpower in these hospitals is maintained. Recently foreign doctors have also been encouraged to take up employment in Malaysia. There is still, however, a significant shortage in the medical workforce, especially of highly trained specialists; thus, certain medical care and treatment are available only in large cities. Recent efforts to bring many facilities to other towns have been hampered by lack of expertise to run the available equipment.

The majority of private hospitals are in urban areas and, unlike many of the public hospitals, are equipped with the latest diagnostic and imaging facilities. Private hospitals have not generally been seen as an ideal investment—it has often taken up to ten years before companies have seen any profits. However, the situation has now changed and companies are now exploring this area again, corresponding with the increased number of foreigners entering Malaysia for medical care and the recent government focus on developing the health tourism industry. The Government has also been trying to promote Malaysia as a health care destination, regionally and internationally.

Kuala Lumpur is the capital and largest city of Malaysia. Although many executive and judicial branches of the federal government have moved to Putrajaya, Kuala Lumpur is the seat of the Parliament of Malaysia, making it the country's legislative capital. It is also the economic and business centre of the country, and is a primate city. Kuala Lumpur is also rated as a global city, and is the only global city in Malaysia. Along with Subang Jaya, Klang, Petaling Jaya, Shah Alam, Kajang-Sungai Chua, Ampang Jaya and Selayang it forms the country's largest and most important urban area, the Klang Valley.

George Town, the capital city of Penang, is the second largest city, with nearly 710,000 inhabitants as of 2010. It used to be Malaysia's largest and only city until the 1970s when Kuala Lumpur became the capital. Today, the city serves as the economic, financial, logistics and medical tourism hub in the northern region of Malaysia. Together with the surrounding towns including Butterworth, Sungai Petani, Kulim, Bandar Baharu and Parit Buntar, it forms Greater Penang, the nation's second largest conurbation with a population of about 2.5 million.

The third largest urban area in Malaysia is situated at the country's southern end, comprising the twin cities of Johor Bahru and Iskandar Puteri, along with Pasir Gudang and Kulai. Located next to Singapore, it is also an important industrial, tourism and commercial hub for southern Malaysia.

Other major cities in Malaysia include Ipoh, Kota Kinabalu and Kuching.


When was the Xbox first introduced?

Xbox is a video gaming brand created and owned by Microsoft of the United States. It represents a series of video game consoles developed by Microsoft, with three consoles released in the sixth, seventh, and eighth generations, respectively. The brand also represents applications (games), streaming services, and an online service by the name of Xbox Live. The brand was first introduced in the United States in November 2001, with the launch of the original Xbox console.

Xbox

The original device was the first video game console offered by an American company after the Atari Jaguar stopped sales in 1996. It reached over 24 million units sold as of May 2006. Microsoft's second console, the Xbox 360, was released in 2005 and has sold over 77.2 million consoles worldwide as of April 2013. The Xbox One has been released in 21 markets in total, with a Chinese release in September 2014. The head of Xbox is Phil Spencer, who succeeded former head Marc Whitten in late March 2014.

The original Xbox was released on November 15, 2001, in North America, February 22, 2002, in Japan, and March 14, 2002, in Australia and Europe. It was Microsoft's first foray into the gaming console market. As part of the sixth-generation of gaming, the Xbox competed with Sony's PlayStation 2, Sega's Dreamcast (which stopped American sales before the Xbox went on sale), and Nintendo's GameCube. The Xbox was the first console offered by an American company after the Atari Jaguar stopped sales in 1996. The name Xbox was derived from a contraction of "DirectX Box", a reference to Microsoft's graphics API, DirectX.

The integrated Xbox Live service launched in November 2002 allowed players to play games online with or without a broadband connection. It first competed with Dreamcast's online service but later primarily competed with PlayStation 2's online service. Although these two are free while Xbox Live required a subscription, as well as broadband-only connection which was not completely adopted yet, Xbox Live was a success due to better servers, features such as a buddy list, and milestone titles like "Halo 2" released in November 2004, which is the best-selling Xbox video game and was by far the most popular online game for years.

The Xbox 360 was released as the successor of the original Xbox in November 2005, competing with Sony's PlayStation 3 and Nintendo's Wii as part of the seventh generation of video game consoles. As of June 30, 2013, 78.2 million Xbox 360 consoles have been sold worldwide. The Xbox 360 was officially unveiled on MTV on May 12, 2005, with detailed launch and game information divulged later that month at the Electronic Entertainment Expo (E3). The console sold out completely upon release in all regions except in Japan.

The Xbox 360 showed an expanded Xbox Live service (which now included a limited "Free" tier called Silver), the ability to stream multimedia content from PCs, while later updates added the ability to purchase and stream music, television programs, and films through the Xbox Music and Xbox Video services, along with access to third-party content services through third-party media streaming applications. Microsoft also released Kinect, a motion control system for the Xbox 360 which uses an advanced sensor system.

At their E3 presentation on June 14, 2010, Microsoft announced a redesigned Xbox 360 that would ship on the same day. The redesigned console is slimmer than the previous Xbox 360 model and features integrated 802.11 b/g/n Wi-Fi, TOSLINK S/PDIF optical audio output, five USB 2.0 ports (compared to the three from older versions) and special port designed for the Kinect peripheral. Older models of the Xbox 360 have since been discontinued. The first new console to be released features a 250 GB hard drive, while a later less expensive SKU features 4 GB internal storage.
The Xbox One was released on November 22, 2013, in North America, as the successor of the Xbox 360. The Xbox One competes with Sony's PlayStation 4 and Nintendo's Wii U and Switch as part of the eighth generation of video game consoles.

Announced on May 21, 2013, the Xbox One has an emphasis on internet-based features, including the ability to record and stream gameplay, and the ability to integrate with a set-top box to watch cable or satellite TV through the console with an enhanced guide interface and Kinect-based voice control.

Following its unveiling, the Xbox One proved controversial for its original digital rights management and privacy practices; while Microsoft touted the ability for users to access their library of games (regardless of whether they were purchased physically or digitally) on any Xbox One console without needing their discs, and the ability to share their entire library with 10 designated "family" members, all games would have to be tied to the user's Xbox Live account and their Xbox One console, and the console would be required to connect to the Internet on a periodic basis (at least once every 24 hours) to synchronize the library, or else the console would be unable to play any games at all. After an overwhelmingly negative response from critics and consumers (who also showed concerns that the system could prevent or hinder the resale of used games), Microsoft announced that these restrictions would be dropped. Microsoft was also criticized for requiring the Xbox One to have its updated Kinect peripheral plugged in to function, which critics and privacy advocates believed could be used as a surveillance device. As a gesture toward showing a commitment to user privacy, Microsoft decided to allow the console to function without Kinect.

On June 13, 2016, Microsoft announced the Xbox One S, a slimmer version of the Xbox One, at E3 2016. Phil Spencer, head of Xbox, announced Project Scorpio at E3 2016 on June 13, 2016, an addition to the Xbox One family, saying it would release in Holiday 2017. At E3 2017, Microsoft revealed the final name of the console to be Xbox One X, and that it would start shipping worldwide on November 7, 2017 for a final retail price of $499.

Each console has a variety of games. Most games released on the original Xbox are backwards compatible and can be played directly on its successor, Xbox 360. Backward compatibility with Xbox 360 titles was added to Xbox One in June 2015, although titles requiring Kinect or USB peripherals will not be supported.

Xbox Live is an online service with over 40 million users worldwide (as of January 10, 2012). It comprises an online virtual market, the Xbox Live Marketplace, which allows the purchase and download of games and various forms of multimedia. Online gaming on the Xbox first started on November 15, 2002 worldwide. The service is still active and continues to be played by gamers.

The Xbox Live Marketplace (XBLM) is a virtual market designed for Microsoft's Xbox 360 console that allows Xbox Live members to download purchased or promotional content. The service offers movie and game trailers, Video Store, game demos, Xbox Live Arcade games, Xbox Live Indie Games (Previously Community Games), Games on Demand (Xbox 360 and Xbox Originals), downloadable content such as map packs, gamer pictures, and Xbox 360 Dashboard themes.

The August 11, 2009 update added Xbox 360 games for download, the Avatar Marketplace, and renamed Community Games to Indie Games.

The Spring 2007 update to the Xbox 360 Dashboard relocated the Marketplace to its own "blade" in order to bring more attention to the service and make it more accessible to users. Although this has been obsoleted by the NXE update, the section has been implemented into three separate sections in the Dashboard: the Game Marketplace, Video & Music Marketplace, and Avatar Marketplace.

Downloaded content requires enough space on either the Xbox 360's hard drive, or an Xbox 360 Memory Unit. Selected downloads are placed in a queue and are downloaded whilst the console is powered on and is connected to Xbox Live. Users can choose to send certain downloads to the front of the queue to be downloaded first. Downloads are temporarily halted during certain times where games make use of Xbox Live's features (e.g. online multiplayer).

Xbox SmartGlass is a companion application for Xbox 360 available for Windows 8, Windows 10, Windows Phone, iOS, Android (version 4.0 and above), and Windows Server 2012. It was announced by Microsoft during E3 2012 and released on October 26, 2012, coinciding with the release of Windows 8. It connects with the Xbox 360 and allows more interactive entertainment, allowing mobile devices to potentially serve as second screens and remote controller. Currently Windows 8 and Windows RT Tablets and PCs, Windows Phone (7.5 and 8) iOS devices, and Android smartphones (4.x) are compatible with SmartGlass, providing information such as "Halo 4" stats and "Forza Horizon" GPS. Users of Windows Server 2012 can currently download the application from the Windows Store after installing the Windows Desktop Experience feature in the Server Manager.

Gaming Cloud is a division within Microsoft's Xbox team to help game developers incorporate their cloud computing elements, such as Microsoft Azure within their games. While focused on Xbox and Windows games, the division will support developers regardless of target platform or distribution channel. The division was formed in March 2018, and led by Kareem Choudhry.

The Xbox 360's original graphical user interface was the "Xbox 360 Dashboard"; a tabbed interface that featured five "Blades" (formerly four blades), and was designed by AKQA and Audiobrain. It could be launched automatically when the console booted without a disc in it, or when the disc tray was ejected, but the user had the option to select what the console does if a game is in the tray on start up, or if inserted when already on. A simplified version of it was also accessible at any time via the Xbox Guide button on the gamepad. This simplified version showed the user's gamercard, Xbox Live messages and friends list. It also allowed for personal and music settings, in addition to voice or video chats, or returning to the Xbox Dashboard from the game.

Released in 2001, the Xbox control pad was the first controller made for the original Xbox. The Xbox controller features two analog sticks, a pressure-sensitive directional pad, two analog triggers, a Back button, a Start button, two accessory slots and six 8-bit analog action buttons (A/Green, B/Red, X/Blue, Y/Yellow, and Black and White buttons). The standard Xbox controller (originally nicknamed the "Fatty" and later the "Duke") was originally the controller bundled with Xbox systems for all territories except Japan.

Released in 2005, the Xbox 360 controller for the Xbox 360 succeeded its predecessor. A standard Xbox 360 controller features eleven digital buttons, two analog triggers, two analog sticks and a digital D-pad. The right face of the controller features four digital actions buttons; a green "A" button, red "B" button, blue "X" button and yellow "Y" button. The lower right houses the right analog stick, in lower left is a digital D-pad and on the left face is the left analog stick. Both analog sticks can also be "clicked in" to activate a digital button beneath. In the center of the controller face are digital "Start", "Back" and "Guide" buttons. The "Guide" button is labelled with the Xbox logo, and is used to turn on the console/controller and to access the guide menu. It is also surrounded by the "ring of light", which indicates the controller number, as well as flashing when connecting and to provide notifications. The left and right "shoulders" each feature a digital shoulder button, or "bumper", and an analog trigger.

Kinect (stylized as KINECT) is a motion sensing input device by Microsoft for the Xbox 360 video game console and Windows PCs. Based around a webcam-style add-on peripheral for the Xbox 360 console, it enables users to control and interact with the Xbox 360 without the need to touch a game controller, through a natural user interface using gestures and spoken commands. The project is aimed at broadening the Xbox 360's audience beyond its typical gamer base. Kinect competes with the Wii Remote Plus and PlayStation Move with PlayStation Eye motion controllers for the Wii and PlayStation 3 home consoles, respectively. A version for Windows was released on February 1, 2012.

Kinect was launched in North America on November 4, 2010, in Europe on November 10, 2010, in Australia, New Zealand and Singapore on November 18, 2010, and in Japan on November 20, 2010. Purchase options for the sensor peripheral include a bundle with the game "Kinect Adventures" and console bundles with either a 4 GB or 250 GB Xbox 360 console and "Kinect Adventures".

The Kinect claimed the Guinness World Record of being the "fastest selling consumer electronics device" after selling a total of 8 million units in its first 60 days. 24 million units of the Kinect sensor had been shipped as of January 2012.

Microsoft released Kinect software development kit for Windows 7 on June 16, 2011. This SDK was meant to allow developers to write Kinecting apps in C++/CLI, C#, or Visual Basic.NET.

Additional information on the Xbox One Kinect was released on June 6, 2013, including information on how to turn off the "always on" feature.

The Xbox One console has a revised controller with forty improvements over the 360's controller. This new controller is built to work with Kinect. The Start and Back buttons are replaced with Menu and View buttons. It has impulse triggers that replace the regular triggers. The button with the Xbox logo will no longer bring up the Xbox Guide as the Xbox Guide Button on the Xbox 360 controller did. The button will now open up the dashboard without interrupting the game currently being played by the user. Once pressed again, the Xbox will resume the game.

Although featuring improved performance over the original Kinect, its successor has been subject to mixed responses. It has been praised for its wide angle, its fast response time and high quality camera. However, the Kinect's inability to understand some accents in English was criticized. Furthermore, controversies surround Microsoft's intentional tying of the sensor with the Xbox One console despite the initial requirements for the sensor being plugged in at all times having been revised since its initial announcement. There have also been a number of concerns regarding privacy.

In 2016, Microsoft announced that it would hold its own Xbox FanFest instead of a press conference at the Gamescom annual European video game convention. Microsoft held an Xbox FanFest in Sydney in September 2016.

Xbox

Xbox is a video gaming brand created and owned by Microsoft of the United States. It represents a series of video game consoles developed by Microsoft, with three consoles released in the sixth, seventh, and eighth generations, respectively. The brand also represents applications (games), streaming services, and an online service by the name of Xbox Live. The brand was first introduced in the United States in November 2001, with the launch of the original Xbox console.

The original device was the first video game console offered by an American company after the Atari Jaguar stopped sales in 1996. It reached over 24 million units sold as of May 2006. Microsoft's second console, the Xbox 360, was released in 2005 and has sold over 77.2 million consoles worldwide as of April 2013. The Xbox One has been released in 21 markets in total, with a Chinese release in September 2014. The head of Xbox is Phil Spencer, who succeeded former head Marc Whitten in late March 2014.

Announced on May 21, 2013, the Xbox One has an emphasis on internet-based features, including the ability to record and stream gameplay, and the ability to integrate with a set-top box to watch cable or satellite TV through the console with an enhanced guide interface and Kinect-based voice control.

On June 13, 2016, Microsoft announced the Xbox One S, a slimmer version of the Xbox One, at E3 2016. Phil Spencer, head of Xbox, announced Project Scorpio at E3 2016 on June 13, 2016, an addition to the Xbox One family, saying it would release in Holiday 2017. At E3 2017, Microsoft revealed the final name of the console to be Xbox One X, and that it would start shipping worldwide on November 7, 2017 for a final retail price of $499.

Each console has a variety of games. Most games released on the original Xbox are backwards compatible and can be played directly on its successor, Xbox 360. Backward compatibility with Xbox 360 titles was added to Xbox One in June 2015, although titles requiring Kinect or USB peripherals will not be supported.

Xbox Live is an online service with over 40 million users worldwide (as of January 10, 2012). It comprises an online virtual market, the Xbox Live Marketplace, which allows the purchase and download of games and various forms of multimedia. Online gaming on the Xbox first started on November 15, 2002 worldwide. The service is still active and continues to be played by gamers.

The Xbox Live Marketplace (XBLM) is a virtual market designed for Microsoft's Xbox 360 console that allows Xbox Live members to download purchased or promotional content. The service offers movie and game trailers, Video Store, game demos, Xbox Live Arcade games, Xbox Live Indie Games (Previously Community Games), Games on Demand (Xbox 360 and Xbox Originals), downloadable content such as map packs, gamer pictures, and Xbox 360 Dashboard themes.

The August 11, 2009 update added Xbox 360 games for download, the Avatar Marketplace, and renamed Community Games to Indie Games.

The Spring 2007 update to the Xbox 360 Dashboard relocated the Marketplace to its own "blade" in order to bring more attention to the service and make it more accessible to users. Although this has been obsoleted by the NXE update, the section has been implemented into three separate sections in the Dashboard: the Game Marketplace, Video & Music Marketplace, and Avatar Marketplace.

Downloaded content requires enough space on either the Xbox 360's hard drive, or an Xbox 360 Memory Unit. Selected downloads are placed in a queue and are downloaded whilst the console is powered on and is connected to Xbox Live. Users can choose to send certain downloads to the front of the queue to be downloaded first. Downloads are temporarily halted during certain times where games make use of Xbox Live's features (e.g. online multiplayer).

Gaming Cloud is a division within Microsoft's Xbox team to help game developers incorporate their cloud computing elements, such as Microsoft Azure within their games. While focused on Xbox and Windows games, the division will support developers regardless of target platform or distribution channel. The division was formed in March 2018, and led by Kareem Choudhry.

Kinect was launched in North America on November 4, 2010, in Europe on November 10, 2010, in Australia, New Zealand and Singapore on November 18, 2010, and in Japan on November 20, 2010. Purchase options for the sensor peripheral include a bundle with the game "Kinect Adventures" and console bundles with either a 4 GB or 250 GB Xbox 360 console and "Kinect Adventures".

The Kinect claimed the Guinness World Record of being the "fastest selling consumer electronics device" after selling a total of 8 million units in its first 60 days. 24 million units of the Kinect sensor had been shipped as of January 2012.

Microsoft released Kinect software development kit for Windows 7 on June 16, 2011. This SDK was meant to allow developers to write Kinecting apps in C++/CLI, C#, or Visual Basic.NET.

Additional information on the Xbox One Kinect was released on June 6, 2013, including information on how to turn off the "always on" feature.

In 2016, Microsoft announced that it would hold its own Xbox FanFest instead of a press conference at the Gamescom annual European video game convention. Microsoft held an Xbox FanFest in Sydney in September 2016.

Xbox

Xbox is a video gaming brand created and owned by Microsoft of the United States. It represents a series of video game consoles developed by Microsoft, with three consoles released in the sixth, seventh, and eighth generations, respectively. The brand also represents applications (games), streaming services, and an online service by the name of Xbox Live. The brand was first introduced in the United States in November 2001, with the launch of the original Xbox console.

The original device was the first video game console offered by an American company after the Atari Jaguar stopped sales in 1996. It reached over 24 million units sold as of May 2006. Microsoft's second console, the Xbox 360, was released in 2005 and has sold over 77.2 million consoles worldwide as of April 2013. The Xbox One has been released in 21 markets in total, with a Chinese release in September 2014. The head of Xbox is Phil Spencer, who succeeded former head Marc Whitten in late March 2014.

The Xbox 360 showed an expanded Xbox Live service (which now included a limited "Free" tier called Silver), the ability to stream multimedia content from PCs, while later updates added the ability to purchase and stream music, television programs, and films through the Xbox Music and Xbox Video services, along with access to third-party content services through third-party media streaming applications. Microsoft also released Kinect, a motion control system for the Xbox 360 which uses an advanced sensor system.

Announced on May 21, 2013, the Xbox One has an emphasis on internet-based features, including the ability to record and stream gameplay, and the ability to integrate with a set-top box to watch cable or satellite TV through the console with an enhanced guide interface and Kinect-based voice control.

On June 13, 2016, Microsoft announced the Xbox One S, a slimmer version of the Xbox One, at E3 2016. Phil Spencer, head of Xbox, announced Project Scorpio at E3 2016 on June 13, 2016, an addition to the Xbox One family, saying it would release in Holiday 2017. At E3 2017, Microsoft revealed the final name of the console to be Xbox One X, and that it would start shipping worldwide on November 7, 2017 for a final retail price of $499.

Each console has a variety of games. Most games released on the original Xbox are backwards compatible and can be played directly on its successor, Xbox 360. Backward compatibility with Xbox 360 titles was added to Xbox One in June 2015, although titles requiring Kinect or USB peripherals will not be supported.

Xbox Live is an online service with over 40 million users worldwide (as of January 10, 2012). It comprises an online virtual market, the Xbox Live Marketplace, which allows the purchase and download of games and various forms of multimedia. Online gaming on the Xbox first started on November 15, 2002 worldwide. The service is still active and continues to be played by gamers.

The Xbox Live Marketplace (XBLM) is a virtual market designed for Microsoft's Xbox 360 console that allows Xbox Live members to download purchased or promotional content. The service offers movie and game trailers, Video Store, game demos, Xbox Live Arcade games, Xbox Live Indie Games (Previously Community Games), Games on Demand (Xbox 360 and Xbox Originals), downloadable content such as map packs, gamer pictures, and Xbox 360 Dashboard themes.

The August 11, 2009 update added Xbox 360 games for download, the Avatar Marketplace, and renamed Community Games to Indie Games.

The Spring 2007 update to the Xbox 360 Dashboard relocated the Marketplace to its own "blade" in order to bring more attention to the service and make it more accessible to users. Although this has been obsoleted by the NXE update, the section has been implemented into three separate sections in the Dashboard: the Game Marketplace, Video & Music Marketplace, and Avatar Marketplace.

Downloaded content requires enough space on either the Xbox 360's hard drive, or an Xbox 360 Memory Unit. Selected downloads are placed in a queue and are downloaded whilst the console is powered on and is connected to Xbox Live. Users can choose to send certain downloads to the front of the queue to be downloaded first. Downloads are temporarily halted during certain times where games make use of Xbox Live's features (e.g. online multiplayer).

Gaming Cloud is a division within Microsoft's Xbox team to help game developers incorporate their cloud computing elements, such as Microsoft Azure within their games. While focused on Xbox and Windows games, the division will support developers regardless of target platform or distribution channel. The division was formed in March 2018, and led by Kareem Choudhry.

Kinect was launched in North America on November 4, 2010, in Europe on November 10, 2010, in Australia, New Zealand and Singapore on November 18, 2010, and in Japan on November 20, 2010. Purchase options for the sensor peripheral include a bundle with the game "Kinect Adventures" and console bundles with either a 4 GB or 250 GB Xbox 360 console and "Kinect Adventures".

The Kinect claimed the Guinness World Record of being the "fastest selling consumer electronics device" after selling a total of 8 million units in its first 60 days. 24 million units of the Kinect sensor had been shipped as of January 2012.

Microsoft released Kinect software development kit for Windows 7 on June 16, 2011. This SDK was meant to allow developers to write Kinecting apps in C++/CLI, C#, or Visual Basic.NET.

Additional information on the Xbox One Kinect was released on June 6, 2013, including information on how to turn off the "always on" feature.

In 2016, Microsoft announced that it would hold its own Xbox FanFest instead of a press conference at the Gamescom annual European video game convention. Microsoft held an Xbox FanFest in Sydney in September 2016.

When the Xbox launched on November 15, 2001, the as-yet unnamed online service was destined for a Summer 2002 deployment. Xbox Live was finally given a name at E3 2002 when the service was unveiled in its entirety. Sound-dampened booths and broadband-connected Xbox consoles—featuring an early version of "Unreal Championship"—demonstrated the service on the show floor. The Epic title was one of the flagship titles for the service, which was slated for a debut on November 15, 2002, marking the anniversary of the Xbox launch. Microsoft announced that 50 Xbox Live titles would be available by the end of 2003. Utilizing the required broadband bandwidth, Xbox Live featured a unified gaming "Friends List", as well as a single identity across all titles (regardless of the publisher), and standardized voice chat with a headset and communication, a feature that was still in its infancy.

Xbox Live

Xbox Live is an online multiplayer gaming and digital media delivery service created and operated by Microsoft. It was first made available to the Xbox system in November 2002. An updated version of the service became available for the Xbox 360 console at the system's launch in November 2005, and a further enhanced version was released in 2013 with the Xbox One.

The service was extended in 2007 on the Windows platform, named Games for Windows – Live, which makes most aspects of the system available on Windows computers. Microsoft has announced plans to extend Live to other platforms such as handhelds and mobile phones as part of the Live Anywhere initiative. With Microsoft's mobile operating system, Windows Phone, full Xbox Live functionality is integrated into new Windows Phones that launched since late 2010. The service shut down for the original Xbox on April 15, 2010, and original Xbox Games are now only playable online through local area network (LAN) tunneling applications such as XLink Kai.

The Xbox Live service is available as both a free service, known as "Xbox Live Silver" and a subscription-based service known as "Xbox Live Gold", respectively, with most features such as online gaming restricted to the "Gold" service.

As Microsoft developed the original Xbox console, online gaming was designated as one of the key pillars for the greater Xbox strategy. Sega had made an attempt to capitalize on the ever-growing online gaming scene when it launched the Dreamcast video game console in 1999, including online support as standard, called SegaNet and Dreamarena. Nevertheless, due to lack of widespread broadband adoption at the time, the Dreamcast shipped with only a dial-up modem while a later-released broadband adapter was neither widely supported nor widely available. Downloadable content was available, though limited in size due to the narrowband connection and the size limitations of a memory card. The online features, while praised as innovative, were largely considered a failure, and the Dreamcast's immediate competitor, the PlayStation 2, did not initially ship with built-in networking capabilities.

Microsoft, however, hoped that the Xbox would succeed where the Dreamcast had failed. The company determined that intense online gaming required the throughput of a broadband connection and the storage space of a hard disk drive, and thus these features would be vital to the new platform. This would allow not only for significant downloadable content, such as new levels, maps, weapons, challenges and characters, to be downloaded quickly and stored, but also would make it possible to standardize bandwidth intensive features such as voice communication. Steve Ballmer and Bill Gates both had a vision of making premium download content and add-ons that would attract many new customers. Based on this reasoning, the console included a standard Ethernet port (10/100) in order to provide connectivity to common broadband networks, but did not include a modem or any dial-up support, and its online service was designed to support broadband users only. Critics scoffed at it, citing poor broadband adoption at the turn of the century.

Leading up to the launch, Microsoft enlisted several waves of beta testers to improve the service and receive feature feedback. The first wave of beta testers were given "Re-Volt!" (which never was released officially) and "NFL Fever 2003" to beta test. Once beta testing concluded, Microsoft sent these beta testers a translucent orange memory card, a headset carrying case, and a beta tester tshirt with the slogan "I have great hands". When the service debuted, it lacked much of the functionality that later titles included, but Xbox Live grew and evolved on the Xbox and many aspects of the service were included with the Xbox 360 console out of the box, rather than through a later update. Microsoft's 5000th patent was Live-related and gave Xbox 360 users access to watch other gamers compete against each other over Xbox Live.

The packaging for playable Xbox Live titles on the original Xbox console featured the trademark gold bar underneath the Xbox header. "Tom Clancy's Splinter Cell" and "Brute Force" sported a Live "bubble" design, as they only featured downloadable content. It was changed later, wherein all Xbox Live titles included the universal gold Live bar. By the time of the Xbox 360, all titles were required to provide at least a limited form of Xbox Live "awareness". In July 2004, Xbox Live had reached 1 million online users. In July 2005, Xbox Live had reached 2 million online users.

On November 15, 2007, Microsoft celebrated Xbox Live's 5th anniversary by offering its then over 8 million subscribers the title "Carcassonne" free of charge and awarding gamers who had subscribed to Live since its inception 500 free Microsoft Points. Due to intermittent service interruptions during late December 2007 and early January 2008, Microsoft promised to offer a free Xbox Live Arcade game to all Xbox Live users as compensation, in an open letter to all Xbox Live members from Mark Whitten, Xbox LIVE General Manager. Increased demand from Xbox 360 purchasers (the largest number of new user sign-ups in the history of Xbox Live) was given as the reason for the downtime. On January 18, 2008, Microsoft announced "Undertow" would be offered free to both Gold and Free members for the week starting January 23 through January 27 as compensation.

On November 12, 2009, Dennis Durkin, COO of Microsoft's interactive entertainment business, announced that November 10, 2009, the release of "" marked the busiest day ever on Xbox Live, with over two million active users simultaneously.

On February 5, 2010, Marc Whitten announced that Xbox Live had reached 23 million members. On the same day, Larry Hyrb, Xbox Live's Major Nelson, announced on his blog that Xbox Live support for the original Xbox would be discontinued on April 15, 2010, including online play through backwards compatibility on the Xbox 360 and all downloadable content for original Xbox games.

In August 2010, Microsoft announced an increase to the cost of Xbox Live Gold in several countries by 20%, for the first time since its inception. The basic service was also renamed. Prior to October 2010, the free service was known as "Xbox Live Silver".

It was announced on June 10, 2011, that the service is going to be fully integrated into Microsoft's Windows 8.

In October 2011, Microsoft announced live streaming cable television with various providers.

In February 2013, Yusuf Mehdi, corporate vice president of Microsoft's Interactive Entertainment Business, shared that Xbox Live members now number 46 million, up 15 percent from a year ago, during the Dive into Media conference in Southern California.

In June 2014, Microsoft retracted the Xbox Live Gold requirements to download streaming media apps (including Netflix, Hulu, YouTube, Internet Explorer, Skype, and others), though various rental or subscription fees may still apply.

On December 25, 2014, both PlayStation Network and Xbox Live suffered network disruption after a denial-of-service attack. Functionality was restored on December 28, with some users experiencing difficulties in the days that followed. A group called, "The Phantom Squad" has threatened to disrupt the Xbox Live network through a denial-of-service attack on December 25, 2015.

A Gamertag is the universal name for a player's username on Xbox Live. A Gamertag used online must be unique and can be up to fifteen characters in length, including numbers, letters, and spaces. Gamertags can be changed using an Xbox One or Xbox 360 console (first time is free, then for a price of £8 / $10), the Xbox 360 supports eight Xbox Live-enabled profiles per memory unit and thirty-two profiles on the hard drive.

A player's Gamertag account status can be checked using a variety of online tools, which is useful especially when looking for a new Gamertag, or confirming that a Gamertag exists. Using a valid Gamertag, any player can be located and messaged from within Live. There are also several websites which allow users of Gamertags to upload photos and information about themselves.

Gamertags can be used in a variety of places, including Games for Windows – Live, Zune, XNA Creators Club, and of course on Xbox One and Xbox 360.

Gamertags also contain avatar images (or "gamer pictures"), sometimes associated with certain games or game characters. On Xbox 360, individual gamerpics cost between $0.17 and $0.25, but they are usually bundled into packs; packs of four or five gamerpics usually cost $1, while packs of ten typically cost $1.87. It is also possible to take "Public" pictures (which are shown to all that view a profile, unless the user has a different "personal" picture set) which can be taken of avatars while using the avatar editor.

Users were formerly forbidden to use strings such as gay or refer to homosexuality in any way in their Gamertag or profile due to it being considered "content of a sexual nature", even if the string occurs in a legitimate surname. Incidents where a woman was suspended from the service for identifying herself as a lesbian, and an incident where a male user was suspended for using his surname "Gaywood" in his username attracted controversy. In February 2009, Xbox Live Lead Program Manager for Enforcement Stephen Toulouse clarified the service's policy on sexual identification, stating that "Expression of any sexual orientation [...] is not allowed in Gamertags" but that the company is "examining how we can provide it in a way that won't get misused." Changes announced in March 2010 permit Xbox Live members to express sexual orientation in their gamertags and profiles.

The Gamerscore (G) is an achievements point accumulation system that reflects the number of achievements accumulated by a user on Xbox Live through the displaying of the number of points accumulated. These Achievement points are awarded for the completion of game-specific challenges, such as beating a level or amassing a specified number of wins against other players in online matches and other various in game challenges.

Initially, retail Xbox 360 games offered up to 1,000G spread over a variable number of Achievements, while each Xbox Live Arcade title contained 12 Achievements totaling 200G. On February 1, 2007, Microsoft announced on their Gamerscore Blog some new policies that developers must follow related to Gamerscore and Achievements in future releases. All regular disc-based games must have 1,000 Gamerscore points in the base game; the title can ship with fewer than 1,000 points, but anything added later must be free. Game developers also now have the option of adding up to 250 points via downloadable content every quarter after the first year of release (for a total of 1,750 points). Xbox Live Arcade titles also allow players to obtain Gamerscore, initially up to 200 Gamerscore with additional points up to 50 Gamerscore via downloadable content (for a total of 250 points), but some XBLA games now contain up to 400 Gamerscore without DLC.

On May 26, 2007, "Halo 2" was the first Games for Windows title to feature Achievements, which counted towards a player's Gamerscore.

On March 25, 2008, Microsoft cracked down on "Gamerscore cheaters" (those who used external tools to artificially inflate their Gamerscore), and reduced their Gamerscores to zero without the option to recover the scores that had been "earned", and branded the player by denoting on their Gamertag that they were a "Cheater".

The development of the Gamerscore system has created a new niche in the internet economy. Many websites have been created to provide gamers with tips and tricks for getting achievement points. Some sites are solely devoted to these achievement guides, and some blogs provide gaming guides in addition to their other content.

On March 13, 2014, Ray Cox IV or "Stallion83" became the first player in history to reach 1 million Gamerscore.

The Gamercard is an information panel used to summarize one's user profile on Microsoft's Xbox Live. The pieces of information on a Gamercard include:

A player's Gamercard can be viewed via the Xbox 360 Dashboard, or online through Xbox.com. The top bar that displays the Gamertag is shown in front of either a silver or gold bar which designates if the gamer has an Xbox Live Free or Gold subscription (respectively). If the gamer is part of the Xbox 360 Launch Team, the top bar will also have additional text stating "Launch Team" in the background. Third-party sites allow users to post a rendered version of their Gamercard as a small Flash applet or JPEG image on any website or Internet forum.

Similarly, Mac OS X users can download widgets that display their Xbox Live Gamercard within Mac OS X's Dashboard. These can be downloaded onto any Mac with OS X 10.4 or higher via Apple's widget download page.

There are four Gamer Zones; "Recreation" is for casual gamers, "Family" is for family-friendly gamers (without profanity, etc.), "Pro" is for competitive gamers who enjoy a challenge, and "Underground" is for no-holds-barred gaming where anything goes (as long as it does not violate the Xbox Live Terms of Use). However, in practice these gamer zones are displayed only on the Gamercard of the player, and do not tend to affect the gameplay experience or the matching of players in online games.

TrueSkill is a ranking and matchmaking system which was first implemented as part of the Xbox 360's "Live" services. Developed at Microsoft Research Cambridge (United Kingdom), the TrueSkill ranking system is now used in over 150 titles for the Xbox 360 and in the Games for Windows – Live game "". It uses a mathematical model of uncertainty to address weaknesses in existing ranking systems such as Elo. For example, a new player joining million-player leagues can be ranked correctly in fewer than 20 games. It can predict the probability of each game outcome, which enhances competitive matchmaking, making it possible to assemble skill-balanced teams from a group of players with different abilities.

When matchmaking, the system attempts to match individuals based on their estimated skill level. If two individuals are competing head-to-head and have the same estimated skill level with low estimate uncertainty, they should each have roughly a 50% chance of winning a match. In this way, the system attempts to make every match as competitive as possible.

In order to prevent abuse of the system, the majority of ranked games have relatively limited options for matchmaking. By design, players cannot easily play with their friends in ranked games. However, these countermeasures have failed due to techniques such as alternate account(s) and system flaws where each system has its own individual TrueSkill rating. To provide less competitive games, the system supports unranked "Player Matches", which allow individuals of any skill level to be paired (often including "guests" on an account). Such matches do not contribute to the TrueSkill rating.

Xbox Games Store (formerly Xbox Live Marketplace) is a unified storefront which offers both free and premium content for download including Xbox Live Arcade titles, Xbox indie games, original Xbox games, Xbox 360 game demos, game expansion material (e.g. extra maps, vehicles, songs), trailers, gamer pictures and themes, television shows, music videos, movie rentals, Apps and games and more.

On November 17, 2009, Microsoft released a downloadable Zune application for the Xbox 360. This application turns the Xbox 360 into a Zune device. Once one downloads the Zune application, it takes over the Marketplace menus and sections of the console. With the addition of the Zune Marketplace to a Xbox 360 console, one is able to purchase movies instead of only being able to rent them. The Zune Marketplace has a much more extensive content offering compared to the classic Xbox Live Marketplace.

Xbox Play Anywhere is a cross-buy program announced at E3 2016 and launched September 13, 2016. Under the scheme, supported games purchased digitally on Microsoft Store for Xbox One can also be downloaded on a Windows 10 PC (running Windows 10 Anniversary Update or later) through Microsoft Store using the same Microsoft account at no additional charge, and vice versa. The scheme also promotes the ability to synchronize save data, achievements, and downloadable content between Windows 10 and Xbox One versions of a game.

Xbox Live Gold is a paid subscription service for the Xbox community. Signing up to Xbox Live is free, but, with the exception of the Windows 10 version, in order to play online and access some core services, a recurring subscription fee is required. Features that require a Gold subscription include online gaming, matchmaking/smartmatch, private chat, party chat and in-game voice communication. Other features, such as game recording and media sharing also necessitate Gold membership. Similarly, ordinary Xbox Live members can download and access the Twitch live streaming application, but in order to broadcast gameplay of one's own, a Gold subscription is necessary. Free-to-play titles also remain behind a paywall. Subscribers are benefited with space "in the cloud" for storing files, and granted early or exclusive access to betas, special offers, Games with Gold, and Video Kinect.

Games with Gold is a program in which digital downloads of games are offered at no charge to Xbox Live Gold subscribers. Games with Gold launched for Xbox 360 in July 2013, while Xbox One games were added in June 2014. Xbox 360 receives a game twice per month, while Xbox One receives two games once per month. Games downloaded through the program on Xbox 360 are free to own with no further restrictions. Xbox One Games with Gold titles require active Xbox Live Gold subscription in order to use, and become locked and unplayable if the subscription lapses. As of November 2015, all Games with Gold titles for Xbox 360 are backwards compatible on Xbox One.

At E3 2008, Microsoft announced that all Xbox 360 owners would receive a new dashboard update, titled New Xbox Experience (NXE), on November 19, 2008 that added several new features. Though the new interface is generally downloaded when a new Xbox is connected to Xbox Live, some games, including "Fight Night Round 4", "Portal 2" and "", will also update it.

One feature is the ability to watch standard quality and 720p streaming movies and TV shows from Netflix through the Xbox 360. This feature is only available in the U.S. and Canada, and requires an Xbox Live Gold subscription and Netflix Unlimited. Users are also able to watch Netflix titles with their friends in a party of up to 8 players. Xbox Live members have the ability to view over 12,000 movies and episodes. Users can browse for titles based on their interests and Netflix ratings with the Xbox interface. Users no longer need to visit the website to choose the content to watch. When a player parties up with a group, they also have the ability to join games together, chat together or view a slideshow of photos.

Another feature gives players the ability to create Avatars. Players are able to customize avatars by changing body shape, facial features, hair and clothes, as well as new clothing being released from time to time. Xbox Live requires that users select an avatar. Another feature is the ability to install an entire game disc onto the Xbox 360's hard drive, which decreases loading times, and significantly reduces noise due to the game being read from the hard drive and not the louder disc drive (similar to the PS2 HD LOADER Feature). For most games this feature also reduces the amount of time spent reading the disc, thereby helping to extend the life-span of the optical drive mechanism.

During the Press Conference at E3, Microsoft announced Xbox Live Primetime, a series of scheduled programs where Xbox Live members can play against each other. The first announced game is an adaptation of the Endemol game show "1 vs. 100" in which one Xbox Live member will play against 100 other members with a live host and prizes awarded. On July 15, 2010, Microsoft confirmed that 1 vs. 100 would be cancelled.

The Xbox Guide has also been redesigned. Players are not only able to view their friends and messages, but are able to access their game library. If a user has installed any game onto their Xbox 360 Hard drive, they are able to immediately start the game from the guide, whether they are in a game or in the dashboard. Microsoft also confirmed that every new 360 comes with 3 free Xbox Live Gold trial accounts, upon creating a new account the player is allowed to claim a trial period upon refusing to pay for Gold subscription; therefore allowing the user to try online gameplay for that one-month trial period, after which the player is required to pay subscription fees to continue matchmaking online. Major Nelson also announced that the update supports 16:10 on VGA or HDMI, expanding the choice of resolutions.

While previous system updates have been stored on internal memory, this is the first update to require a storage device. The update requires at least 128 MB free space on either a memory card or a hard drive. Microsoft has stated that many Core or Arcade users will not have sufficient space on their limited memory cards for the new update and thus provided them with a free 512 MB memory card or a discounted 20 GB hard drive for a limited time. This promotion has since ended and all new arcade units now come with 512 MB of internal memory.

The NXE was leaked onto Torrent sites and could be installed via a USB drive. Microsoft's Major Nelson stated that unauthorized installation of NXE would result in the user's console being banned from Xbox Live until its official release which was on November 19, 2008.

On September 22, 2010, Major Nelson announced that the Xbox Live dashboard would be redesigned once again. The new design would incorporate the Metro interface used in other Microsoft products, such as Zune HD and Windows Phone. As well as a new color scheme and other minor tweaks to the overall layout, the update would also include a "Kinect hub", designed specifically for the Kinect sensor for easier dashboard navigation. Xbox Live members were able to sign up for a preview program, which opened on September 29, 2010. The new dashboard officially went live on December 6, 2011.

On June 6, 2011 at E3, it was announced that the dashboard would be updated again to include the Bing search engine, allowing users to search for games, trailers, movies etc. Kinect would also be updated allowing users to navigate the dashboard and Bing using their voice. Other updates would include cloud storage, YouTube access and live television streaming. The dashboard update was delayed till December 6, 2011.

On May 13, 2014, Microsoft announced changes to the Xbox Live Gold membership that would allow subscribers to access available apps such as Netflix, Twitch, MLB.tv, etc. without a Gold membership on both Xbox One and Xbox 360 consoles, though various rental or subscription fees still apply. Microsoft would be offering pro-rated refunds for the service for requests up until August 31, 2014. The company also announced "Games with Gold" that would give subscribers free games on both Xbox 360 and Xbox One with one single membership, and "Deals with Gold" for exclusive discounts for Xbox One games at the Xbox store.

On November 6, 2006, Microsoft announced the Xbox Video (formerly Xbox Video Marketplace), an exclusive video store accessible through the console. Launched in the United States on November 22, 2006, the first anniversary of the Xbox 360's launch, the service allows users in the United States to download high-definition and standard-definition television shows for purchase and movies for rental onto an Xbox 360 console for viewing. With the exception of short clips, content is not currently available for streaming, and must be downloaded. Movies are available for rental from the Video Marketplace. They expire in 14 days after download or at the end of the first 24 hours after the movie has begun playing, whichever comes first. Television episodes can be purchased to own, and are transferable to an unlimited number of consoles. Downloaded files use 5.1 surround audio and are encoded using VC-1 for video at 720p, with a bitrate of 6.8 Mbit/s. Television content is offered from MTV, VH1, Comedy Central, Turner Broadcasting and CBS; and movie content is Warner Bros., Paramount and Disney, along with other publishers.

The "Game with Fame" initiative has been Microsoft's way to connect Xbox Live members with celebrities and game developers. Notable participants of "Game with Fame" include Shia LaBeouf, Jack Black, Rihanna, Velvet Revolver, Victoria Justice, Shaun Wright-Phillips, Scissor Sisters, Paramore, Korn, OK Go, Red Jumpsuit Apparatus, Dream Theater, Linkin Park, Green Day and Insane Clown Posse.

"Xbox Ambassadors" are Xbox Live members selected by Microsoft who have proven themselves to be helpful towards others, and are willing to assist new Xbox Live users and answer their questions. As of March 2009, there are ambassadors representing 18 countries in more than 30 languages.

"Xbox Rewards" was a promotion designed to provide gamers incentives to play on Xbox Live by subsidizing achievement points earned with actual rewards. Gamers were required to register for specific challenges which, if successfully completed, would yield a challenge-specific reward.

"Xbox Live Rewards" is a current promotion providing Xbox Live members with Reward Points (not to be confused with the defunct Microsoft Points) when they renew their Gold Membership, buy something on the Marketplace, etc.

"Xbox Live Labs" was a program found in the community section and was available from March 10 to 27, 2011 for members in the United States. If a player chose to participate, they were rewarded with avatar items and 3 zero-point achievements.

"SentUAMessage" was a show which aimed to answer questions sent in by viewers on anything related to the world of Xbox. The show ran for four series and was released every other Saturday. The show was driven entirely by user-generated questions. To ensure the volume of questions remained high, fans could contact the show in a variety of ways, including sending questions to the "SentUAMessage" Gamertag over Xbox LIVE, writing an email, or using social network websites.

Microsoft implements a number of different security measures on its Xbox Live service. One of these takes the form of a proactive security check that assures that only unmodified machines may access their service. On May 17, 2007, Microsoft banned consoles with modified firmware from Xbox Live. According to Microsoft, consoles with firmware of unknown origin, quality or intent were banned permanently from Xbox Live. A Microsoft representative indicated that the action was taken to assure "the integrity of the service and protect our partners and users."

It has been discovered that pretexting has been used to impersonate an Xbox Live user for sabotage. Microsoft has implemented greater security to decrease the service's susceptibility to social engineering.

In early November 2009 Microsoft banned approximately 1 million consoles with modified firmware from Xbox Live.

In October 2011, users of Xbox Live reported having unauthorized access to their Xbox Live accounts, with Microsoft points subsequently being used and/or bought to purchase various in-game items for "FIFA 12". Microsoft is responding to such incidents by restricting access to the account for 25 days whilst the fraud team investigates. Both EA and Microsoft have denied that there is a problem with security.

On December 25, 2014, both PlayStation Network and Xbox Live suffered network disruption after a denial-of-service attack. Functionality was restored on December 28, with some users experiencing difficulties in the days that followed.

Xbox Live is available in 43 territories:

Users from other countries are not officially supported, although it is possible for them to access Xbox Live if they provide an address located in a country where Xbox Live is officially available. The country selected during account creation affects the payment options, content, and services available to the user. Previously, users were unable to change their account region, but in October 2012, Microsoft introduced an account migration tool as a pilot project, which allows the user to change their region and maintain their Xbox Live profile. Subscriptions, such as that for Xbox Music, cannot be transferred with this method.

On May 18, 2011, Microsoft announced that it planned to launch Xbox Live in the Middle East within the next twelve months, but it never occurred during that time period. However, on October 20, 2012, Microsoft officially announced the service will be launching in the United Arab Emirates and Saudi Arabia in three days time.
On November 4, Microsoft announced that the service would be launched on November 29 in Argentina and Israel. The service also appeared in the following month in Slovakia and Turkey. The service was launched in China in late 2014.

Xbox Live for the original Xbox was discontinued by Microsoft on April 15, 2010, encouraging gamers to upgrade to the Xbox 360. Though official Xbox Live service has been discontinued for the original Xbox, tunneling software such as Xlink Kai exists, allowing original Xbox users to play system link games such as "Halo 2" with other people from around the world, much like Xbox Live. However, no third-party software developed thus far has been fully compatible with all original Xbox titles.

"Live Anywhere" is an initiative by Microsoft to bring the "Live" online gaming and entertainment network to a wide variety of platforms and devices, including Xbox, Xbox 360, Microsoft Windows (XP SP2/SP3, Vista and 7), Windows Phone, Java-based phones and Zune. The concept service for mobile devices has been demonstrated at E3 and CES on a Motorola Q mobile phone.

Microsoft's Chris Early clarified that "Live Anywhere" is a long-term project expected to be rolled out over several years.

On February 15, 2010, Microsoft announced its new mobile operating system, Windows Phone. With Windows Phone 7, Microsoft has integrated full Xbox Live functionality into Windows Phone.

Bloomberg estimates that Xbox Live likely generated over $1 billion in revenue in the 2010 fiscal year, which ended on June 30, 2010.