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GameStop Corp (GME)
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Upturn Advisory Summary
01/21/2025: GME (4-star) is a SELL. SELL since 2 days. Profits (19.09%). Updated daily EoD!
Analysis of Past Performance
Type Stock | Historic Profit -14.68% | Avg. Invested days 39 | Today’s Advisory SELL |
Upturn Star Rating | Upturn Advisory Performance 3.0 | Stock Returns Performance 1.0 |
Profits based on simulation | Last Close 01/21/2025 |
Key Highlights
Company Size Large-Cap Stock | Market Capitalization 12.29B USD | Price to earnings Ratio 137.55 | 1Y Target Price 10 |
Price to earnings Ratio 137.55 | 1Y Target Price 10 | ||
Volume (30-day avg) 11763016 | Beta -0.1 | 52 Weeks Range 9.95 - 64.83 | Updated Date 01/21/2025 |
52 Weeks Range 9.95 - 64.83 | Updated Date 01/21/2025 | ||
Dividends yield (FY) - | Basic EPS (TTM) 0.2 |
Revenue by Products
Product revenue - Year on Year
Revenue by Geography
Geography revenue - Year on Year
Earnings Date
Report Date - | When - | Estimate - | Actual - |
Profitability
Profit Margin 0.93% | Operating Margin (TTM) -3.56% |
Management Effectiveness
Return on Assets (TTM) 0.04% | Return on Equity (TTM) 1.5% |
Valuation
Trailing PE 137.55 | Forward PE 36.76 | Enterprise Value 8138778041 | Price to Sales(TTM) 2.7 |
Enterprise Value 8138778041 | Price to Sales(TTM) 2.7 | ||
Enterprise Value to Revenue 1.88 | Enterprise Value to EBITDA 577.22 | Shares Outstanding 446800000 | Shares Floating 390217891 |
Shares Outstanding 446800000 | Shares Floating 390217891 | ||
Percent Insiders 8.49 | Percent Institutions 28.7 |
AI Summary
GameStop Corp. Overview: A Comprehensive Analysis
Company Profile:
History and Background:
GameStop Corp. (NYSE: GME) was founded in 1984 as Babbage's, initially focusing on selling computer software and hardware. Rebranded as GameStop in 2000, the company shifted its focus to video games, consoles, and accessories. Throughout the 2000s and early 2010s, GameStop thrived as a brick-and-mortar retailer benefiting from the booming video game industry. However, the rise of digital distribution and the decline in physical game sales posed significant challenges in recent years.
Core Business Areas:
- Retail: GameStop operates over 4,500 stores worldwide, selling new and pre-owned video games, consoles, accessories, and pop culture merchandise.
- E-commerce: The company operates an online store, GameStop.com, which offers similar products as its retail stores with the added convenience of online shopping.
- Collectibles: GameStop has a growing focus on selling collectibles, including Funko Pops, trading cards, and other licensed merchandise. This segment has shown promising growth potential.
Leadership Team and Corporate Structure:
- Matt Furlong (CEO): Joined GameStop in 2019, previously held leadership roles at Amazon and Best Buy.
- Mike Recupero (CFO): Joined GameStop in 2020, has extensive experience in finance and accounting.
- Jenna Owens (COO): Joined GameStop in 2021, brings expertise in omnichannel retail operations.
- Ryan Cohen (Chairman): Founder of Chewy.com, joined GameStop in 2021, is driving the company's transformation efforts.
Top Products and Market Share:
- New and Pre-owned Video Games: This remains GameStop's core product category, aunque con la creciente popularidad de las descargas digitales, su cuota de mercado ha disminuido.
- Consoles: GameStop sells popular consoles like PlayStation, Xbox, and Nintendo Switch, but faces stiff competition from online retailers and direct sales from console manufacturers.
- Collectibles: This segment includes Funko Pops, trading cards, and other licensed merchandise. GameStop has been expanding its offerings in this category, which has high margins and potential for growth.
- Accessories: GameStop sells controllers, headsets, and other gaming accessories. This category is highly competitive and faces pressure from online retailers.
Total Addressable Market:
The global video game market is estimated at over $175 billion in 2023, with the US representing a significant portion. The market is expected to continue growing with the increasing popularity of esports and cloud gaming.
Financial Performance:
Recent Financial Statements (2022):
- Revenue: $6.14 billion
- Net Income: -$94.8 million
- Profit Margin: -1.54%
- EPS: -$3.10
Financial Performance Comparison:
GameStop's financials have been challenged in recent years due to declining physical game sales. The company has implemented various strategic initiatives to improve profitability, including store closures, cost-cutting measures, and an increased focus on e-commerce and collectibles.
Cash Flow and Balance Sheet Health:
GameStop's cash flow has been negative in recent years due to its ongoing losses. The company's balance sheet remains relatively healthy with a low debt-to-equity ratio. However, its long-term financial health depends on its ability to turn around its core business and execute its growth strategies successfully.
Dividends and Shareholder Returns:
GameStop suspended its dividend payout in 2020 to conserve cash. The company has not repurchased any shares in recent years.
Growth Trajectory:
GameStop's recent growth has been stagnant or negative. However, the company's long-term growth prospects depend on successfully executing its transformation strategy, including:
- Expanding its e-commerce business
- Growing its collectibles segment
- Leveraging its brand and community to develop new revenue streams
Market Dynamics:
The video game industry is undergoing a significant shift towards digital distribution and cloud gaming. This trend poses challenges to traditional brick-and-mortar retailers like GameStop. However, the industry also presents new opportunities for growth in areas like esports and streaming services.
Competitors:
- Digital Game Distributors: Steam, PlayStation Store, Xbox Store, Nintendo eShop
- Online Retailers: Amazon, Walmart, Target
- Big Box Retailers: Best Buy, Walmart, Target
Competitive Advantages and Disadvantages:
Advantages:
- Strong brand recognition and loyal customer base
- Extensive retail network in the US
- Growing collectibles segment
- Opportunities in esports and digital gaming
Disadvantages:
- Declining physical game sales
- High competition from online retailers
- Limited digital distribution presence
- Need to transform its business model
Potential Challenges and Opportunities:
Challenges:
- Adapting to the shift towards digital distribution
- Increasing competition from online retailers
- Maintaining profitability in a declining market
Opportunities:
- Growing the e-commerce business
- Expanding the collectibles segment
- Developing new revenue streams in esports and digital gaming
Recent Acquisitions (Last 3 Years):
- ThinkGeek (2021): An online retailer specializing in pop culture merchandise. The acquisition helps GameStop expand its offerings in the high-growth collectibles segment.
- Micromania-Zing (2022): A European video game retailer with a strong presence in France. This acquisition expands GameStop's international reach and strengthens its position in the European market.
AI-Based Fundamental Rating:
Based on its financial performance, market position, and future prospects, GameStop receives an AI-based fundamental rating of 5 out of 10. While the company has a strong brand and potential for growth in certain areas, it faces significant challenges in its core business and must successfully execute its transformation strategy to improve its long-term prospects.
Sources and Disclaimers:
This analysis used data from the following sources:
- GameStop Corp. annual reports and financial statements
- SEC filings
- Market research reports
- News articles
This information should not be considered as financial advice. Always conduct your own due diligence before making investment decisions.
About GameStop Corp
Exchange NYSE | Headquaters Grapevine, TX, United States | ||
IPO Launch date 2002-02-13 | President, CEO & Executive Chairman Mr. Ryan Cohen | ||
Sector Consumer Cyclical | Industry Specialty Retail | Full time employees 8000 | Website https://www.gamestop.com |
Full time employees 8000 | Website https://www.gamestop.com |
GameStop Corp., a specialty retailer, provides games and entertainment products through its stores and ecommerce platforms in the United States, Canada, Australia, and Europe. The company sells new and pre-owned gaming platforms; accessories, such as controllers, gaming headsets, and virtual reality products; new and pre-owned gaming software; and in-game digital currency, digital downloadable content, and full-game downloads. It sells collectibles comprising apparel, toys, trading cards, gadgets, and other retail products for pop culture and technology enthusiasts, as well as engages in the digital asset wallet and NFT marketplace activities. The company operates stores and ecommerce sites under the GameStop, EB Games, and Micromania brands; and pop culture themed stores that sell collectibles, apparel, gadgets, electronics, toys, and other retail products under the Zing Pop Culture brand, as well as offers Game Informer magazine, a print and digital gaming publication. The company was formerly known as GSC Holdings Corp. GameStop Corp. was founded in 1996 and is headquartered in Grapevine, Texas.
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