GME-WTNYSERetail-Computer & Computer Software StoresUS GAAP · USD

GameStop Corp.

GameStop Corp. is a specialty retailer that sells video games, gaming hardware, accessories, and collectibles through a mix of stores and ecommerce platforms. The company also runs a trade-in program and refurbishment operations that support resale of pre-owned products and broaden its value-oriented assortment.

Liikevaihto3 630milj. USD
−5,1 %v/v
Liikevoitto (EBIT)232milj. USD
+985,9 %v/v
EBIT-marginaali6,4%
+7,1 %-yks.v/v
Nettotulos418milj. USD
+218,7 %v/v
Vapaa kassavirta597milj. USD
+360,9 %v/v

Tilikausi 2026 · muutos edellisvuodesta

Kehitys 2021–2026

−2 00002 0004 0006 0008 000milj. USD2021: 5 090 milj. USD2021: EBIT −238 milj. USD20212022: 6 011 milj. USD2022: EBIT −369 milj. USD20222023: 5 927 milj. USD2023: EBIT −312 milj. USD20232024: 5 273 milj. USD2024: EBIT −35 milj. USD20242025: 3 823 milj. USD2025: EBIT −26 milj. USD20252026: 3 630 milj. USD2026: EBIT 232 milj. USD20263 630232
LiikevaihtoLiikevoitto (EBIT)

Liiketoiminta

Osuus liikevaihdosta
Hardware and accessories47 %

New and pre-owned gaming consoles, controllers, headsets, and other peripherals.

Software24 %

Physical and digital game software, downloadable content, and in-game currency.

Collectibles29 %

Trading cards, apparel, toys, gadgets, and other pop-culture merchandise.

Trade-in and pre-owned resale0 %

Used-product intake, refurbishment, and resale supported by store trade-ins.

Graded collectibles services0 %

Authentication and grading-related services tied to trading cards and collectibles.

Tuotteet

Raportoitu · osuus liikevaihdosta
50,7%29,2%20,1%FY2026100 %
  • Videogamehardwareaccessories50,7 %
  • Collectibles29,2 %
  • Software20,1 %

Lähde: 10-K FY2026, yhtiön tuotelinjoittain raportoima liikevaihto (SEC XBRL). Osuudet on laskettu näytetyistä riveistä ja ne summautuvat 100 %:iin.

Asiakkaat

GameStop sells primarily to consumers who buy video games, consoles, accessories, and entertainment merchandise for personal use. A meaningful part of the model also serves value-seeking buyers and collectors who want pre-owned products, trade-in credit, or graded collectibles. The company’s customer base is shaped by game release cycles, console refreshes, and demand for collectible and pop-culture items.

Core gaming consumers

Buy consoles, controllers, headsets, and new game titles for personal entertainment.

Value-oriented pre-owned shoppers

Buy used games and hardware, often using trade-in credit to lower out-of-pocket spend.

Collectibles and pop-culture buyers

Buy trading cards, apparel, toys, gadgets, and other fan merchandise.

Trading-card collectors

Buy graded collectibles and authentication-related services through select stores.

Strategia

GameStop’s stated strategy is to use cash and other liquidity to maximize shareholder value while optimizing the retail business for profitability. Management is focusing on omnichannel execution, cost containment, and expanding the addressable market through higher-margin offerings such as graded collectibles. The company is also pruning underperforming international assets and store locations to simplify the business and improve efficiency.

Omnichannel retail executionLyhyt aikaväli

The company needs stores and ecommerce to work together to defend traffic and improve convenience.

Cost containment and store rationalizationLyhyt aikaväli

Closing weak stores and reducing SG&A is central to reaching sustained profitability.

Expand addressable market with collectiblesKeskipitkä aikaväli

Collectibles and graded cards can diversify revenue and improve margins versus core gaming retail.

Portfolio and capital allocation disciplineKeskipitkä aikaväli

Management is evaluating investments and acquisitions while preserving flexibility in a changing retail market.

Maantiede

GameStop operates in four reportable geographic segments: the United States, Canada, Australia, and Europe. The company has been shrinking its international footprint, including store closures in Germany and the sale or planned sale of certain European and North American operations, while the U.S. remains the largest market by store count and sales. Geography matters because product mix, store density, and consumer demand differ by region, and international restructuring can affect revenue, costs, and execution risk.

Riskit

GameStop faces structural pressure from digital game downloads, console transitions, and intense competition from mass merchants, online marketplaces, and publishers’ own channels. The company is also exposed to execution risk from store closures, international restructuring, vendor dependence, and its investment portfolio, including Bitcoin and other marketable securities. Because the business still relies on physical product sales and third-party supply chains, changes in consumer behavior or vendor support can quickly affect revenue and margins.

Järjestetty vakavuuden mukaan
MatalaKohtalainenKorkeaMatalaKohtalainenKorkeaVaikutus →Todennäköisyys →Shift from physical to digital game distribution1Intense retail and ecommerce competition2Vendor concentration and supply disruption3Store portfolio optimization and international exits4Investment portfolio and Bitcoin volatility5
Vaikutus on riskin vakavuus ja todennäköisyys sen toteutumisen todennäköisyys lähivuosina, molemmat arvioitu yhtiön raporttien perusteella. Numerot vastaavat listaa.
  1. Shift from physical to digital game distributionVaikutus: KorkeaTodennäköisyys: Korkea

    More console and PC content is delivered digitally, reducing demand for physical software and related store traffic.

    Kohdistuu: Physical software and pre-owned game sales

  2. Intense retail and ecommerce competitionVaikutus: KorkeaTodennäköisyys: Korkea

    Mass merchants, online marketplaces, and publishers can undercut pricing, convenience, and delivery speed.

    KohdistuuCore gaming hardwareSoftwareCollectibles sales
  3. Vendor concentration and supply disruptionVaikutus: KorkeaTodennäköisyys: Korkea

    Sony, Nintendo, and Microsoft account for a majority of new product purchases, so supply or terms changes matter.

    Kohdistuu: Hardware and accessories inventory availability

  4. Store portfolio optimization and international exitsVaikutus: KeskitasoTodennäköisyys: Korkea

    Closures, disposals, and impairments can pressure sales, create restructuring charges, and reduce scale.

    KohdistuuU.SCanadaEuropeInternational operations
  5. Investment portfolio and Bitcoin volatilityVaikutus: KeskitasoTodennäköisyys: Kohtalainen

    The company has an investment policy and disclosed Bitcoin exposure, which can introduce mark-to-market swings.

    Kohdistuu: Cash and investment assets

Kirjanpito

Harkinnanvaraiset erät
Merchandise inventory valuation

Hardware, software, and collectibles can become obsolete or require markdowns, affecting gross profit.

Vaikutus: Gross margin and inventory write-downs

Store closure and asset impairment accounting

Portfolio optimization and international exits can create lease, asset, and restructuring charges.

Vaikutus: Operating expenses and one-time charges

Fair value accounting for investments and Bitcoin

Market price changes can create gains or losses unrelated to retail operations.

Vaikutus: Other income/expense and earnings volatility

Revenue mix and seasonality

Sales depend on console launches, holiday demand, and the mix between physical and digital products.

Vaikutus: Quarterly revenue comparability

Julkisesti listattuja yhtiöitä, joilla on samankaltainen liiketoiminta.

Päivitetty: 24.9.2026

GameStop Corp. (GME-WT) liikevaihto, tulos ja tunnusluvut 2025 – Clarifo