Xbox game QA testing could possibly be low on the game development totem pole, just above "personal projects" you'd never contemplate including with your resume. But used correctly, both can hold you a considerable way towards being a game programmer, story line creator, or graphics designer.
It's about broader experience inventory and growth through progress.
It will seem fairly obvious. Examine anyone in college working towards a job inside a high paying field like medicine, and what do the thing is them doing? That's right, working at any job within a hospital, clinic, or private practice environment (a relevant environment) that they can can discover. They are aware just a role only loosely connected with the one they aspire towards with their chosen field works as a stepping-stone towards more relevant positions once the opportunity becomes available.
As is the case in medicine, software development is usually a industry made up of many narrow roles. If you're only aimed at "qualifying on your desired role", you could wind up short changing yourself in 2 ways. First, by not recognizing applicable experience you've already obtained through non-professional work and private hobbies. Second, by overlooking potential resume building opportunities while limiting yourself just to those not accessible to you.
Let's consider the first problem: "not recognizing applicable experience you've already obtained".
I don't see this problem a whole lot in sales and marketing, regardless if it's computer entertainment sales, advertisement sales, or second hand car sales. The truth is, newer "greener" aspiring sales reps often should find out a page from aspiring software developers about "Never put anything within your portfolio that somebody wouldn't compensate you for". The location where the aspiring gaming professional falls short is recognizing what actually counts as valuable to the people they present their resumes and portfolios to. They'll often include what they consider "real job experience", for instance "Manager at Macy's", or "Audits and Accounting at Wells Fargo" (neither that has anything to do with game or software development); but avoid including stuff like "my dorm mate and i also wrote "Squares vs Circles" (an apple iphone app) for enjoyment basically we were in college, it got 500,000 downloads in just a month of release" (so what you are saying is, you wrote, developed, tested, and published popular and successful software on your own for entertainment?)
It's like those aspiring to game development roles almost have an "inferiority complex" in terms of the types of experiences highly relevant to the gaming field. While considering any work they believe of as "from a real company" with "an authentic paycheck attached" automatically more significant. To be honest: a person looking over your resume doesn't value any kind of that. They're not your dad who thinks you should get a "real job", or even your mom who worries about you're "spending too much time online", they may be people looking for someone with experience that is related to games. Don't discount experience as it was "a personal project". If you would like be hired in your community of game development you have to show how you would have previously performed successfully in game development. Regardless of whether you got paid, and regardless whether it resembles what you or your peers think about as "a genuine company", "real work", or "real professional". What matters is that it was having a game, so you completed the project as defined - or better. That's what folks want to learn about.