QUOTE AND NEWS
StreetInsider.com  9 hrs ago  Comment 
Visit StreetInsider.com at http://www.streetinsider.com/Corporate+News/Microsoft+%28MSFT%29+Announces+Change+to+Xbox+One+Resell+Rules+%28GME%29/8432635.html for the full story.
Benzinga  Jun 19  Comment 
In a report published Wednesday, Ascendiant Capital analyst Edward Woo reiterated a Buy rating on GameStop (NYSE: GME), and raised the price target from $44.00 to $46.00. In the report, Ascendiant Capital noted, “The major video game...
Benzinga  Jun 18  Comment 
Analysts who cover  GameStop  (NYSE:  GME ) are currently up in the air when it comes to long, medium and short-term predictions about the company. Prior to last week's E3 conference, the stock saw significance gains as anticipation and...
Forbes  Jun 15  Comment 
GameStop President Tony Bartel was one of the 48,200 attendees who made the annual pilgrimage to E3 2013 in Los Angeles this week to see the best games of this fall and early next year. The exec was at all of the major press conferences and spent...
MarketWatch  Jun 14  Comment 
Shares of GameStop Corp. jumped 4.5% to $39.24 on Friday morning after Oppenheimer & Co. upgraded the videogame retailer to an outperform rating. In a note to clients, analyst Brian Nagel cited the recently concluded E3 videogame conference in...
TheStreet.com  Jun 14  Comment 
NEW YORK (TheStreet) -- CHANGE IN RATINGS Freeport-McMoRan was initiated with an outperform rating at Credit Suisse. Company has leverage to copper/oil and an attractive pipeline, said Credit Suisse. Price target is $40. GameStop was...
Benzinga  Jun 12  Comment 
BB&T Capital's Anthony Chukumba boosted his price target on shares of GameStop (NYSE: GME) from $40 to $42 following the unveilings of both Microsoft's (NASDAQ: MSFT) Xbox One and Sony's (NYSE: SNE) PlayStation 4 at E3. The analyst maintains a Buy...
TheStreet.com  Jun 11  Comment 
NEW YORK (TheStreet) -- Sprint Nextel edged up 2.51% to a $7.36 share price as the company negotiates a potential multi-billion dollar merger. The question is, with who. SoftBank, a Tokyo-based mobile phone carrier, has put forth a...
MarketWatch  Jun 11  Comment 
Videogame retailer surges as it will start taking pre-orders for PlayStation 4. However, weakness still rules the day following earlier concerns about some central banks.




 
TOP CONTRIBUTORS

GameStop (NYSE:GME) is the world's largest retailer of video game hardware and software. The company has saturated U.S. mall locations, and is now expanding into strip centers and international locations to drive store growth. In addition to its size, Game Stop differentiates itself from its competitors by carrying one of the largest assortments of used video games. The used business is important to GameStop, as used games are more profitable, with 46.8% margins vs. 21.3% for new games.[1] The company earned $9 billion in net sales and $376 million in net income in 2009.[2]

Like other video game retailers, the company is also dependent on new console releases to drive software and accessory sales. The three main video game consoles in the market are Sony (SNE)'s Playstation 3, Microsoft (MSFT)'s Xbox 360 and Nintendo (NTDOY)'s Wii (see Game Consoles Wars: Xbox 360 vs. PS3 vs. Wii), which are nearing the end of their cycles. Retailers, like GameStop, will be much more successful in the middle of cycles and will generally fare worse in between cycles.

Company Overview

Gamestop operates 6,450 stores in the United States, Australia, Canada and Europe, primarily under the names GameStop and EB Games. The company also operates electronic commerce Web sites, including www.gamestop.com, and publishes Game Informer, the industry’s largest multi-platform video game magazine in the United States based on circulation, with approximately 4.0 million subscribers.[3]

Products[1]

  • New Video Game Hardware - 19.3% of net sales, 6.5% of gross profit
  • New Video Game Software - 41.1% of net sales, 21.3% of gross profit
  • Used Video Game Products - 13.2% of net sales, 46.8% of gross profit
  • Other - 13.2% of net sales, 33.8% of gross profit (other products include PC entertainment and other software, accessories, and magazines)


Key Trends and Forces

Increasing Popularity of Video Games

The Entertainment Software Association (“ESA”) estimates that 65% of all American households play video or computer games.[4] With the evolution of technology providing a more realistic playing environment and the creation of family friendly game consoles like the Nintendo Wii, video games are more popular than ever. Additionally, video games can also be more than just about the games -- the Wii Fit Plus combines fitness with gaming and is geared to people of all ages. The increasing popularity of these kinds of games means a higher demand for video games, and a better bottom line for Gamestop.

The Video Game Industry is Very Cyclical

Video game producers and retailers are extremely dependent on new video game hardware to drive business. The main video game consoles are Sony (SNE)'s Playstation 3, Microsoft (MSFT)'s Xbox 360 and Nintendo (NTDOY)'s Wii (see Game Consoles Wars: Xbox 360 vs. PS3 vs. Wii), all of which are nearing the end of their. Hardware sales are usually greatest in the third year of a cycle, and software sales are greatest in the fifth year. Gamestop will look to capitalize on rising software sales rather than hardware sales as these systems mature.

Expanding Target Market

In the late 1970's when video games were first created, the average age of a gamer was ten years old. The average age of a gamer today is 13 years old, according to the Entertainment Software Association. In addition, 25 percent of Americans over the age of 50 play video games on a regular basis. More and more people are spending money on video game hardware and software, which benefits the entire industry. Also, young children are spending more time playing video games, and less time with traditional toys and games. More video game players means more people buying Gamestop's products.[4] dss

Female Video Game Use

Video games have traditionally been a male-dominated market, but the number of female gamers has grown significantly. In 2009 40% of video game users were female. However, most of these female gamers are casual gamers who play card, word, and puzzle games online. These typically older women are not buying video game hardware and software.[4]

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