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Company Overview

Business overview

Key Financials

Multichannel video game, consumer electronics and


wireless services retailer, offering customers the most
popular games, hardware, and game accessories for
next generation video games systems and the PC
Significant products: New video game hardware,
New video game software, Pre-owned and value
video game products, Video game accessories,
Digital, Mobile and Consumer electronics, and other

LTM Revenue: $9,145 mm


LTM Gross Profit: $2,828 mm (30.92% Margin)
LTM EBITDA: $811.9 mm (8.87% Margin)
Market Cap: $2.44B
EV/EBITDA(ttm): 3.50x
Products and Segments

Net Sales By Significant Product FY2016 ($9,364 mm in total)


6%
7%

New video game hardware


New video game software

21%

2%
8%

Sells various digital products including


downloadable content, network points cards, and
digitally downloadable software

Pre-owned and value video game products


Video game accessories
Digital
Mobile and consumer electronics

GameStop sells both new and used video game


hardware, physical and digital video game software,
accessories, and new and used consumer electronics

25%

31%

Other

Company

Industry

Four Video Game Brands segments: United States


(4,013 out of 6,081 stores), Canada, Australia and
Europe, Technology Brands.

Thesis

Valuation

Risks

Gross Profit by Product


Gross Profit by Product Segment FY2016 ($2,918 mm in Gross Profit)

6%

7%

11%
New video game hardware

New video game software


24%
5%

Pre-owned and value video game products

Video game accessories

Digital

Mobile and consumer electronics

9%

Other

38%

Pre-owned and value video game products contributes 25% to net sales but
comprises 38% of gross profit

Industry Overview
Increasing Digital Video Games Sales

Global video games revenue expected to reach


$92.3 billion in 2019
Digital video games sales rise 11% YoY in
August 2016
4 straight months of double digit growth
Physical console market still expected to drive
revenues
The ability to trade in physical games,
frequently higher digital pricing and a
lack of network infrastructure will keep
physical distribution relevant (Source:
PWC)
Growth in digital download market unlikely to
replace physical distribution, but rather
complement it
Company

Industry

Thesis

Valuation

Risks

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