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About Electronics Boutique America, Inc

GameStop is a Delaware corporation established in 1996 and a retailer of new and pre-owned video gaming consoles, accessories and video game titles, in both physical and digital formats. GameStop also offers a variety of POP! vinyl figures, collectibles board games and accessories. It boasts more than 3,600 GameStop, EB Games, and Micromania branded stores in the US and about 2,000 stores in Europe, Australia, and Canada. GameStop also publishes the Game Informer magazine and operates ThinkGeek, a retail outlet featuring video game and pop culture products. GameStop has a buy-sell-trade program, where gamers can trade-in video game consoles, games, and accessories, as well as consumer electronics for cash or in-store credit. The corporate office is located in Grapevine, Texas.

 

 

Operations

The company operates its business in four geographic segments: United States (70%), Canada (about five percent), Australia (less than 10%), and Europe (about 20%).

Segment results for the United States include retail operations in 50 states and Guam; e-commerce website www.gamestop.com; Game Informer magazine; Simply Mac, which we sold in September 2019; and Kongregate, sold in July 2017. The United States segment also includes general and administrative expenses related to our corporate headquarters in Grapevine, Texas.

Segment results for Canada include retail and e-commerce operations in Canada. Segment results for Australia include retail and e-commerce operations in Australia and New Zealand. Segment results for Europe include retail and e-commerce operations in 10 European countries.

In terms of the merchandise, the company categorizes it into three parts. The first is Hardware and Accessories. It offers new and pre-owned video game platforms from the major console and PC manufacturers. It generates about 45% of sales. Second is Software. It provides new and pre-owned video game software for current and certain prior generationconsoles. It also sells a wide variety of in-game digital currency, digital downloadable content ("DLC"), and full-game downloads in our store and e-commerce properties. It generates about 50% of the total sales. The last is Collectibles. It consists of licensed merchandise, primarily related to the video game, television and movie industries, and pop-culture themes which are sold through the video game store and e-commerce properties, and ThinkGeek and Zing Pop Culture stores. The sales are more than 10%.

Geographic Reach

Based in Texas, GameStop has a presence in more than a dozen countries worldwide, including 10 European countries, the US, Canada, Australia, and New Zealand. About 70% of its sales come from the US, while Europe generates more than 15%.

In the US, there are currently 3,700 stores. In Canada, it has 300 stores, Australia has 430 and Europe has 1,200 stores. For international stores, it is about 2000. While the total stores amount to 5,500.

Sales and Marketing

GameStop develops relationships with video game enthusiasts through its PowerUp Rewards loyalty program, which provides members with the opportunity to earn rewards not available through other game retailers. Vendors participate in this program to increase the sales of each product. Altogether, the company's various loyalty programs total more than 45 million members.

The largest vendors are Nintendo, Sony, Microsoft, Electronic Arts and Take-Two Interactive, which accounted for 28%, 18%, 6%, 5% and 5%, respectively, of its new product purchases in fiscal 2019.

Advertising expenses for fiscal 2019, 2018 and 2017 totaled $66.7 million, $72.9 million and $82.8 million, respectively.

GameStop uses in-store marketing efforts like window displays and signs to attract customers and promote its products. Inside stores, it features selected products through the use of vendor displays,, catalogs, and end-cap displays. These advertising efforts are designed to increase the initial sales of new titles.

The company provides customers with an opportunity to trade in pre-owned video game products in the stores in exchange for cash or in-store credit which can be applied towards the purchase of other products. In addition, the company published Game Informer, the world's largest print and digital video game publication featuring reviews of new title releases, game tips and news regarding current developments in the video game industry.

Financial Performance

GameStop's revenue fluctuated in the last five years as it cannot achieve consistent growth. The Company's net income continued a series of decline for the same period.

Revenues declined 22% from $8.3 billion in 2018 to $6.5 billion in 2019. The decrease in revenue was primarily attributable to a decrease in comparable store sales and the impact of 321 net global store closures.

GameStop reported an income loss of $470.9 million in 2019.

Cash at the end of fiscal 2019 was $513.5 million, a decrease of $1.1 billion from the prior year. Cash used by operations was $414.5 million and cash used in investing activities was $60.9 million. Financing activities used another $644.7 million.

Strategy

GameStop's strategic plan is anchored on the following four tenets: Optimizing the core business- by improving the efficiency and effectiveness of operations across the organization; Becoming the social/cultural hub for gaming- by creating the social and cultural hub of gaming across the GameStop platform and offerings; Building a frictionless digital ecosystem- by developing and deploying a frictionless consumer facing digital omni-channel environment, including the recent relaunch of GameStop.com ; and Transforming vendor partnership- by unlocking additional high-margin revenue streams and optimize the lifetime value of every customer.

Another part of its strategy is de-densifying its global store base, which includes closing stores that are not meeting performance standards or stores at the end of their lease terms with the intent of transferring sales to other nearby locations. The Company believe that it can ultimately increase profitability by successfully transferring customers and sales to other stores by marketing directly to the PowerUp Rewards members who have shopped in the stores that it plans to close. If it is unsuccessful in marketing to customers of the stores that it plan to close or in transferring sales to nearby stores, the results of operations could be negatively impacted.

Company Background

GameStop traces its roots to the 1994 combination of software retailers Babbage's and Software Etc., which resulted in the formation of NeoStar Retail Group. (Named for 19th-century mathematician Charles Babbage, considered the father of the computer, Babbage's was founded by James McCurry and Gary Kusin in 1983 while Software Etc. began as a division of B. Dalton Bookseller in 1984.)

GameStop took its current name in August 2001 when NeoStar it filed to go public, which it accomplished in February 2002. Though public, it was still under the majority control of Barnes & Noble until 2004 when GameStop bought back its shares.

 

Electronics Boutique America, Inc

625 Westport Pkwy
Grapevine, TX 76051-6740
Phone: 1 (817) 424-2000

Firm Stats

Employer Type: Privately Owned
Senior Vice President stores: Steve Morgan
Employees (This Location): 280
Employees (All Locations): 280

Major Office Locations

Grapevine, TX