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GameStop Corp (GME)



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Upturn Advisory Summary
04/01/2025: GME (4-star) is currently NOT-A-BUY. Pass it for now.
Analysis of Past Performance
Type Stock | Historic Profit -14.68% | Avg. Invested days 39 | Today’s Advisory PASS |
Upturn Star Rating ![]() ![]() | Upturn Advisory Performance ![]() | Stock Returns Performance ![]() |
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Key Highlights
Company Size Large-Cap Stock | Market Capitalization 10.11B USD | Price to earnings Ratio 68.52 | 1Y Target Price 13.5 |
Price to earnings Ratio 68.52 | 1Y Target Price 13.5 | ||
Volume (30-day avg) 11393078 | Beta -0.26 | 52 Weeks Range 9.95 - 64.83 | Updated Date 04/2/2025 |
52 Weeks Range 9.95 - 64.83 | Updated Date 04/2/2025 | ||
Dividends yield (FY) - | Basic EPS (TTM) 0.33 |
Analyzing Revenue: Products, Geography and Growth
Revenue by Products
Product revenue - Year on Year
Revenue by Geography
Geography revenue - Year on Year
Earnings Date
Report Date 2025-03-26 | When - | Estimate 0.085 | Actual 0.3 |
Profitability
Profit Margin 3.43% | Operating Margin (TTM) 5.96% |
Management Effectiveness
Return on Assets (TTM) -0.25% | Return on Equity (TTM) 4.19% |
Valuation
Trailing PE 68.52 | Forward PE 36.76 | Enterprise Value 5744368810 | Price to Sales(TTM) 2.64 |
Enterprise Value 5744368810 | Price to Sales(TTM) 2.64 | ||
Enterprise Value to Revenue 1.5 | Enterprise Value to EBITDA 256.44 | Shares Outstanding 447084000 | Shares Floating 408992426 |
Shares Outstanding 447084000 | Shares Floating 408992426 | ||
Percent Insiders 8.48 | Percent Institutions 32.9 |
Analyst Ratings
Rating 1 | Target Price 10 | Buy - | Strong Buy - |
Buy - | Strong Buy - | ||
Hold - | Sell - | Strong Sell 1 | |
Strong Sell 1 |
Upturn AI SWOT
GameStop Corp

Company Overview
History and Background
GameStop Corp. was founded in 1984 as Babbage's, later becoming GameStop in 2000. It grew through acquisitions and became a leading retailer of video games and related merchandise. More recently, it has focused on digital transformation and embracing e-commerce.
Core Business Areas
- Retail: Sale of new and pre-owned video game hardware, software, accessories, and collectibles through retail stores.
- E-commerce: Sale of products through online channels, including GameStop.com.
- Digital: Offering digital content, including downloadable games, DLC, and subscriptions.
- Collectibles: Sale of pop culture themed products, including toys, apparel, and trading cards.
Leadership and Structure
GameStop is led by CEO Ryan Cohen. The organizational structure includes departments for retail operations, e-commerce, marketing, finance, and technology.
Top Products and Market Share
Key Offerings
- New Video Game Software: Sale of newly released video games for various consoles and PC. Competitors include Amazon, Best Buy, Walmart, and digital storefronts like Steam and PlayStation Store. No specific market share data available publicly but contributes significant revenue. Market share depends on game release cycles.
- Pre-Owned Video Game Software: Sale of used video games, offering a more affordable option. Competitors include eBay, independent game stores, and online marketplaces. Market share is difficult to quantify, but GameStop is a major player in this segment. This product offers higher margins but is in decline as consumers shift to digital consumption.
- Video Game Hardware: Sale of consoles like PlayStation, Xbox, and Nintendo Switch. Competitors include Amazon, Best Buy, Walmart, and direct sales from console manufacturers. Market share varies by console and region. Revenue generation depends on the product release cycle.
- Collectibles: Sale of Funko Pops, trading cards, apparel, and other pop culture merchandise. Competitors include Amazon, Target, Walmart, and specialty retailers. The company aimed for $1 billion in annual collectibles sales by 2023. Has higher margin than traditional Game sales.
Market Dynamics
Industry Overview
The video game industry is undergoing a shift towards digital distribution, subscription services, and mobile gaming. The traditional retail model is facing challenges. The TAM includes video game software, hardware, in-game purchases, and cloud gaming services.
Positioning
GameStop is attempting to transform from a traditional brick-and-mortar retailer to a digitally focused entertainment company. Its competitive advantages include its brand recognition and customer loyalty, though it faces challenges from digital distribution platforms.
Total Addressable Market (TAM)
The global video game market is projected to be worth over $300 billion by 2025. GameStop is positioned to capture a share of this TAM through its e-commerce platform, digital initiatives, and collectibles business.
Upturn SWOT Analysis
Strengths
- Brand Recognition
- Extensive Retail Network
- Loyalty Program
- Collectibles Business
- Strong community following, especially post-2021
Weaknesses
- Reliance on Physical Retail
- Declining Sales of Physical Games
- High Debt Levels
- Inventory Management
- Lack of clear digital strategy
Opportunities
- Expansion of E-commerce
- Partnerships with Game Developers
- Growth of the Collectibles Market
- Digital Asset Integration
- Subscription service development
Threats
- Digital Distribution
- Competition from Online Retailers
- Shifting Consumer Preferences
- Economic Downturn
- Supply Chain Disruptions
Competitors and Market Share
Key Competitors
- AMZN
- BBY
- WMT
- EBAY
Competitive Landscape
GameStop faces significant competition from online retailers and digital distribution platforms. To succeed, it must differentiate itself through unique offerings, a strong online presence, and excellent customer service.
Major Acquisitions
AtariAge
- Year: 2022
- Acquisition Price (USD millions): 0
- Strategic Rationale: Acquisition of AtariAge expands the scope of GameStop collectibles.
Growth Trajectory and Initiatives
Historical Growth: Historically, GameStop experienced growth through acquisitions and the expansion of its retail footprint. However, in recent years, sales have declined due to the shift towards digital distribution.
Future Projections: Future growth projections are uncertain and depend on the success of GameStop's digital transformation efforts. Analyst estimates vary widely, and depend on the companyu2019s ability to adapt.
Recent Initiatives: Recent strategic initiatives include the expansion of e-commerce operations, the growth of the collectibles business, investments in digital assets and Web3, and cost reduction measures.
Summary
GameStop is undergoing a significant transformation from a brick-and-mortar retailer to a digitally focused entertainment company. While it still faces considerable challenges from the shift towards digital distribution, the company is focusing on expanding its e-commerce platform and digital sales, alongside its higher-margin collectibles segment. Success depends on the effective execution of strategic initiatives and its ability to compete with established online retailers. It needs to be cautious of debt levels and inventory management.
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Sources and Disclaimers
Data Sources:
- Company Filings (10-K, 10-Q)
- Financial News Websites (Yahoo Finance, Bloomberg, etc.)
- Market Research Reports
- Analyst Reports
Disclaimers:
This analysis is for informational purposes only and does not constitute financial advice. Investment decisions should be based on individual research and consultation with a qualified financial advisor. Market share data is approximate and may vary by source.
AI Summarization is directionally correct and might not be accurate.
Summarized information shown could be a few years old and not current.
Fundamental Rating based on AI could be based on old data.
AI-generated summaries may have inaccuracies (hallucinations). Please verify the information before taking action.
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 6000 | Website https://www.gamestop.com |
Full time employees 6000 | Website https://www.gamestop.com |
GameStop Corp., a specialty retailer, provides games and entertainment products through its stores and e-commerce platforms in the United States, Canada, Australia, and Europe. The company sells new and pre-owned gaming platforms; accessories, such as controllers, and gaming headsets; 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. The company operates stores and e-commerce 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. 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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