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A Minecraft Movie surpasses $550m globally

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Last updated: 16.04.2025 15:57
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Published 16.04.2025
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A Minecraft Movie has grossed over $550 million globally after ten days in theatres.

As Variety reports, the Warner Bros. Pictures adaptation earned $281 million domestically and has remained at the top of the box office.

This follows a successful opening weekend, during which A Minecraft Movie grossed $157 million domestically and $301 million globally. The film was reportedly estimated to earn between $70 million and $80 million.

A Minecraft Movie has now surpassed Sonic the Hedgehog 3 in terms of global box office revenue, which has grossed $491 million. The Super Mario Movie remains the highest-grossing video game film adaptation having surpassed $1 billion after nearly a month in theatres in 2023.

GamesIndustry.biz recently spoke to analysts about how A Minecraft Movie will influence transmedia between games, film and television, and how faithful adaptations of beloved franchises have the potential to take over Hollywood.

Elsewhere, Microsoft’s Phil Spencer reacted to the success of A Minecraft Movie. When asked by Variety what the metric for success for the movie was within Microsoft, Spencer said that while it will bring new audiences to the game, “respecting [the] player community” is more crucial.

“More important to me are the people who have been playing, who have been part of the community, and when they see this, they’re proud,” he explained. “That Minecraft is something they’ve been investing in with their time and they see it represented on the big screen and doing well now.”

“We will see more players playing the game across more platforms [as a result]. The game has business models to allow people to invest as they’re playing, and the business can perform, and that’ll be the real world metric for us – looking at the impact that the movie has, as it raises awareness.”

Spencer said that he wants to see the entertainment industry to realise the potential that video game narratives can have in different mediums.

“As part of the games industry, I want our worlds and the characters that our creators have built to feel deep enough, quality enough, and, frankly, successful enough that they could be realised in TV and movies, and even in other places,” he continued.

“Movies went through books, [like] Lord of the Rings, and then they moved into comics with the whole Marvel and Batman [era]. And you really see that industry turning its view to video games, because they have a large community, and the stories are actually really rich and deep enough.”

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