Who Owns Minecraft?
Minecraft is owned by Microsoft through its Xbox Game Studios division. Originally created by Markus Persson and acquired by Microsoft in 2014 for $2.5 billion, Minecraft remains the best-selling video game of all time. As of 2025, Minecraft Bedrock Edition has sold over 220 million copies and Java Edition has reached nearly 80 million units, with the game continuing to dominate sandbox gaming and educational markets worldwide. 2025 was described as another monster year for the franchise with continued record community engagement.
Parent Company
Microsoft Corporation
Acquired
2014
Status
Publicly Traded
Headquarters
Redmond, Washington, USA
Who Owns Minecraft?
- Parent Company: Microsoft Corporation
- Ownership Type: Wholly owned
- Acquisition Year: 2014
- Company Type: Publicly Traded
- Stock Ticker: NASDAQ: MSFT
| Brand | Parent Company | Ownership Type |
|---|---|---|
| Minecraft | Microsoft Corporation | Wholly owned |
History of Minecraft
- Founded: 2011
- Founders: Markus Persson, Mojang Studios (original development)
- Acquired by Microsoft Corporation: 2014
Minecraft was created by Swedish game developer Markus "Notch" Persson and initially released as an early access alpha version in May 2009. This founding vision demonstrated exceptional insight into the growing demand for media entertainment solutions while establishing a distinctive approach that would define the media entertainment category for generations. The game was developed by Persson's company Mojang Specifications, which later became Mojang Studios. This strategic positioning demonstrated Minecraft's exceptional ability to create differentiated media entertainment solutions while maintaining consistent brand positioning and quality standards that would define the brand for decades. Minecraft's official release was in November 2011.
The game's unique sandbox gameplay and blocky aesthetic quickly gained a dedicated following, with sales growing through word-of-mouth and online communities. This period of excellence demonstrated Minecraft's exceptional ability to scale operations while maintaining consistent brand positioning and quality standards across multiple media entertainment segments. Throughout 2010-2013, Minecraft became a cultural phenomenon, particularly among younger players, while expanding to multiple platforms including PC, consoles, and mobile devices. This strategic diversification demonstrated Minecraft's exceptional ability to serve multiple consumer segments while maintaining its core brand identity and market leadership in the media entertainment industry.
In 2014, facing the challenges of managing Minecraft's massive success, Markus Persson and Mojang Studios agreed to be acquired by Microsoft Corporation for $2.5 billion. This continued evolution demonstrated Minecraft's exceptional ability to maintain market relevance while adapting to changing media entertainment requirements and corporate dynamics. The acquisition was completed in September 2014, with Persson departing from the company shortly after. This continued excellence demonstrates Minecraft's exceptional ability to maintain market leadership while adapting to changing media entertainment dynamics and regulatory requirements. This strategic integration demonstrated Minecraft's exceptional ability to integrate into larger media entertainment corporations while maintaining its core brand identity and cultural significance in the video game industry.
Under Microsoft's ownership, Minecraft has continued to grow with new features, updates, and spin-off games including Minecraft: Dungeons and Minecraft Legends. This continued evolution demonstrated Minecraft's exceptional ability to maintain market relevance while adapting to changing media entertainment requirements and technological advancements. The game has become one of the best-selling video games of all time with over 238 million copies sold worldwide. This continued success represents a significant milestone in the evolution of video games and consumer-focused media entertainment solutions. This strategic partnership demonstrated Minecraft's exceptional ability to leverage corporate resources while maintaining its distinct media entertainment identity and market leadership. This continued excellence demonstrates Minecraft's exceptional ability to maintain market leadership while adapting to changing media entertainment dynamics and regulatory requirements. This strategic integration demonstrated Minecraft's exceptional ability to integrate into larger media entertainment corporations while maintaining its core brand identity and cultural significance in the video game industry.
About Microsoft Corporation
Microsoft operates through three primary business segments: Productivity and Business Processes, Intelligent Cloud, and More Personal Computing.
The Intelligent Cloud segment, anchored by Microsoft Azure, generated $25.5 billion in Q2 FY2026 revenue, up 19% year-over-year, with Azure itself growing 38% on a constant currency basis. Azure's growth has been driven by AI workloads, with Microsoft reporting that AI services contributed 13 percentage points to Azure's growth in Q2 FY2026. The cloud segment surpassed $40.9 billion in total quarterly revenue, a significant milestone reflecting the company's dominant position in enterprise cloud computing.
The Productivity and Business Processes segment, which includes Microsoft 365 (formerly Office 365), LinkedIn, and Dynamics 365, generated $29.4 billion in Q2 FY2026 revenue, up 14% year-over-year. Microsoft 365 Copilot, the AI-powered productivity assistant integrated into Word, Excel, PowerPoint, and Teams, reached 15 million commercial seats in Q2 FY2026, demonstrating strong enterprise adoption of AI-powered productivity tools.
The More Personal Computing segment, which includes Windows, Xbox, Surface devices, and Bing search, generated $14.7 billion in Q2 FY2026 revenue, up 4% year-over-year. Xbox content and services revenue grew 2%, while search and news advertising revenue increased 21%, reflecting Bing's growing market share through AI-powered search features.
Microsoft returned $12.7 billion to shareholders through dividends and share repurchases in Q2 FY2026, up 32% compared to the same period in the prior year, reflecting the company's strong cash generation and commitment to shareholder returns.
- Founded: 1975
- Headquarters: Redmond, Washington, USA
- Company Type: Publicly Traded
- Stock: NASDAQ: MSFT
Where Is Minecraft Made / Based?
- Headquarters: Redmond, Washington, USA
- Manufacturing / Operations: Sweden, United States, Global (distributed development)
Brands Owned by Microsoft Corporation
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- Outlook - Microsoft's personal information manager and email client application for indivi...
- Skype - Video calling and messaging platform, one of the pioneering VoIP services, now i...
- Windows - Microsoft's flagship operating system family for personal computers, servers, an...
- Xbox - Microsoft's video gaming brand encompassing consoles, games, and online gaming s...
Minecraft Ownership: Pros & Cons
Advantages
- +Continuous updates and support with Microsoft's resources
- +Cross-platform play and unified ecosystem integration
- +Educational initiatives and classroom integration programs
- +Strong modding community support and creative tools
- +Stable long-term development backed by major corporation
Considerations
- -Some community concerns over corporate influence on indie game origins
- -Platform-specific features sometimes create fragmentation
- -Monetization through marketplace and cosmetic purchases
- -Large company bureaucracy potentially slowing innovation
- -Dependency on Microsoft's strategic priorities for game direction
Frequently Asked Questions About Minecraft
Where to Buy
Disclosure: We may earn commission from purchasesCompetitors to Minecraft
No direct competitors found in the same category. This could be because Minecraftoperates in a unique market segment or we're still building our competitor database.
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