GameStop Corp.

GameStop Corp. (GME) Market Cap

GameStop Corp. has a market capitalization of $9.75B.

Price: $21.72

▼ -0.16 (-0.73%)

Market Cap: 9.75B

NYSE ¡ time unavailable

CEO: Ryan Cohen

Sector: Consumer Cyclical

Industry: Specialty Retail

IPO Date: 2002-02-13

Website: https://www.gamestop.com

GameStop Corp. (GME) - Company Information

Market Cap: 9.75B|Sector: Consumer Cyclical

Company Profile

GameStop Corp. operates as a prominent specialty retailer, providing a diverse array of gaming and entertainment products to customers across the United States, Canada, Australia, and Europe, both through its online platforms and physical store locations. The company's merchandise includes new and pre-owned video game consoles, a wide selection of accessories such as controllers, gaming headsets, virtual reality equipment, and memory cards, as well as new and used gaming software. GameStop also offers digital gaming content, encompassing in-game currency, downloadable content (DLC), and full digital game downloads. Beyond its core gaming offerings, GameStop diversifies its inventory with licensed pop culture merchandise. These collectibles are primarily sourced from popular gaming franchises, television shows, movies, and broader pop culture themes. As of January 29, 2022, GameStop's retail network comprised 4,573 stores and e-commerce sites operating under its main brands: GameStop, EB Games, and Micromania. Additionally, the company managed 50 specialized Zing Pop Culture outlets, which retail various collectibles, apparel, gadgets, electronics, and toys. GameStop also publishes Game Informer, a well-regarded print and digital video game publication known for its reviews of new releases, previews of upcoming titles, and coverage of the latest industry developments. Established in 1996 and formerly known as GSC Holdings Corp., GameStop Corp. maintains its corporate headquarters in Grapevine, Texas.

Analyst Sentiment

35%
Underperform

From 0 Active Polls

1Y Forecast: $18.25

▼ -16.0% Potential Upside

Consensus Target Metrics

Low Bound

$12

Median

$18

High Bound

$25

Average

$18

Price & Moving Averages

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🎯 Wall Street Analyst Intelligence Report

1-Year structural target targets, chart projections, and sentiment maps.

Average 1Y Target
$18.25
▼ -15.98% Upside
Low Target
$11.50
-47% Risk
Median Target
$18.25
-16% Mid
High Target
$25.00
15% Max
Consensus
Hold
6 / 36 Buys

Consensus Trend Projection

Trailing closures vs. 12-month metrics map.

Analyst Vote Distribution

Aggregate institutional coverage sentiment weights.

📊 Historical Valuation Multiples

Real-time Trailing Twelve Month (TTM) momentum side-by-side with discrete quarterly metrics.

Fiscal QuarterTTMQ2 2026Q1 2026Q4 2025Q3 2025Q2 2025Q1 2025Q4 2024Q3 2024
Period EndingTrailing 12MMay 2, 2026Jan 31, 2026Nov 1, 2025Aug 2, 2025May 3, 2025Jan 31, 2025Nov 2, 2024Aug 3, 2024
Market Cap ($M)9,74611,89610,6899,9799,88812,28612,0229,8028,141
Enterprise Value ($M)6,6878,8388,7466,5285,6117,6627,6755,6824,482
Price to Earnings Ratio (P/E)12.787.6221.3232.7814.5468.7023.19140.77137.53
Price/Earnings-to-Growth Ratio (PEG)——0.62—0.44—0.4718.12—
Price to Sales Ratio (P/S)2.6114.249.6812.1510.1716.789.3711.3910.20
Price to Book Ratio (P/B)1.672.041.961.881.912.462.442.041.86
Price to Free Cash Flow Ratio (P/FCF)13.1635.7157.0493.2687.2764.8075.70490.11124.30
Enterprise Value to Sales (EV/Sales)—10.587.927.955.7710.465.986.605.61
Enterprise Value to EBITDA (EV/EBITDA)9.3117.30107.18115.3481.32252.8888.32-348.60178.56
Debt to Equity Ratio-4.260.740.800.830.850.350.080.100.12

📘 Full Research Report

ℹ️

AI-Generated Research: This report is for informational purposes only.

📘 GAMESTOP CORP CLASS A (GME) — Investment Overview

🧩 Business Model Overview

GameStop operates a specialty retail platform for video game and gaming-adjacent products through an omnichannel mix of (1) physical stores, (2) e-commerce, and (3) fulfillment/refurbishment workflows that support the resale of pre-owned items. The economic “how it works” is largely inventory-driven: GameStop purchases or acquires gaming products (including trade-ins and inventory) and monetizes them through resale, bundling, and merchandising of accessories and collectibles. In parallel, the company provides customer convenience and a recurring pattern of repeat visits tied to new releases, upgrade cycles, and trade-in behavior.

💰 Revenue Streams & Monetisation Model

Revenue is predominantly transactional, with margin characteristics shaped by product mix and channel mix:

  • Pre-owned / resale monetization: Typically higher gross margin than purely new retail pricing, supported by the internal economics of sourcing used inventory via trade-ins or purchase programs.
  • New games and hardware: Revenue tied to platform release cadence and product launches; margins are more pressured by competition and supplier pricing.
  • Accessories, peripherals, and gaming-adjacent items: Often provide steadier contribution and improved category-level availability versus larger, more generalist competitors.
  • Services and loyalty incentives: While not always large in dollar terms, customer incentives can improve repeat behavior and trading frequency.

Key margin drivers are (i) the mix between pre-owned/resale versus new, (ii) merchandising execution and inventory discipline, and (iii) fulfillment efficiency across stores and e-commerce.

🧠 Competitive Advantages & Market Positioning

GameStop’s primary structural advantage is not a classic network effect; it is a secondary-market operating model—the ability to source, process, and resell used gaming inventory at competitive economics. This can create a degree of switching cost at the customer level (trade-in convenience, predictable redemption flows, and omnichannel continuity), but the moat is best characterized as operational and customer-flow oriented rather than technological.

  • Switching costs (moderate, customer-flow based): Trade-in programs and loyalty mechanics encourage repeated engagement versus one-off digital purchases, especially for customers who value physical convenience or prefer recycling games into credit.
  • Cost advantage (secondary market know-how): The resale model can deliver better economics when inventory acquisition is disciplined and refurbishment/quality control processes are consistent.
  • Intangible asset (specialization brand within the category): GameStop’s category focus supports customer familiarity and recognition. This is meaningful but typically not sufficient alone to overcome structural digital substitution.

Competitive benchmarking (industry focus contrast):

  • Amazon (broad e-commerce): Competes heavily on price, selection, and logistics scale. GameStop differentiates through specialty curation and secondary-market/resale mechanics rather than broad retail assortment.
  • Best Buy (electronics retailer): Competes on physical presence and accessory/peripheral breadth. GameStop’s specialization in gaming categories supports a more targeted assortment and customer journey around launches and trade-ins.
  • Digital storefront ecosystems (Steam, PlayStation Store, Microsoft Store, console marketplaces): Compete on immediate access and platform integration. GameStop’s positioning relies on physical convenience, credit/trade-in workflows, and the value proposition of pre-owned purchasing.

Moat strength assessment: The moat is operational and execution-dependent rather than deeply protected by law or technology. Competitors can replicate portions of the used-market model, but doing so with comparable merchandising quality, inventory discipline, and omnichannel execution is difficult.

🚀 Multi-Year Growth Drivers

Over a 5–10 year horizon, GameStop’s opportunity is tied to maintaining relevance in a category increasingly dominated by digital distribution while expanding higher-value adjacencies.

  • Secondary-market durability: Game consumption cycles, value-seeking behavior, and product longevity support an enduring used/resale channel. Growth comes from improving trade-in yield, refurbishment quality, and inventory turns.
  • Omnichannel convenience: Integrating store pickup, online assortment, and fulfillment can reduce customer friction and improve conversion.
  • Category expansion into gaming-adjacent merchandise and collectibles: These categories can benefit from repeat purchase behavior around events, releases, and community trends—though they require disciplined inventory management to avoid markdown risk.
  • Improved merchandising through tighter supply chain execution: In specialty retail, small improvements in forecast accuracy and working-capital discipline can produce outsized effects on profitability through fewer markdowns and better mix.

TAM framing: The total addressable market is the broader gaming spend, augmented by accessories and gaming-adjacent items, with incremental value from the secondary market and merchandise that leverages gaming’s ongoing engagement cycles.

⚠ Risk Factors to Monitor

  • Digital substitution and platform control: As access shifts further toward digital storefronts and platform-integrated purchasing, the addressable share for physical retail and resale can compress.
  • Inventory and demand volatility: Gaming retail faces sharp release-cycle demand swings; errors in quantity and mix can force markdowns and impair cash generation.
  • Competitive pricing pressure: Large e-commerce players and category digital services can reset pricing dynamics, compressing gross margin unless mix and execution offset the pressure.
  • Real estate and cost structure risk: Store footprint maintenance and overhead can become challenging if traffic trends remain structurally pressured.
  • Capital allocation and balance-sheet sensitivity: Profitability normalization depends on steady execution; cash burn or dilution risk increases under adverse cycles.

📊 Valuation & Market View

Market valuation for specialty retailers like GameStop often reflects the balance between (i) operating leverage and (ii) the perceived durability of the resale/omnichannel model.

  • Common multiples: EV/EBITDA and P/S are frequently used due to variability in earnings quality during transition periods; valuation also tends to weigh free cash flow potential and working-capital efficiency.
  • Key valuation drivers: gross margin trend driven by resale mix, inventory turn improvement, opex discipline, and cash conversion cycle performance (trade-in activity, fulfillment costs, and markdown rate).
  • Sentiment sensitivity: Because the business model relies on execution in inventory-heavy retail, confidence in management’s operational cadence can matter as much as top-line stability.

🔍 Investment Takeaway

GameStop’s long-term investment case is grounded in an operating-model moat in the secondary-market ecosystem: the ability to source, process, and resell gaming products through an omnichannel customer journey. The core challenge is structural digital displacement and pricing power held by platforms and large-scale distributors. A favorable outcome depends on sustaining pre-owned economics, improving inventory discipline, and selectively expanding into higher-margin gaming-adjacent categories while maintaining a controlled cost structure.


⚠ AI-generated — informational only. Validate using filings before investing.

📰 Market News & Coverage

15 Stories Available

Real-time institutional reporting and market updates for GME.

seekingalpha.com•2026-07-31

Gaming and Leisure Properties, Inc. (GLPI) Q2 2026 Earnings Call Transcript

Gaming and Leisure Properties, Inc. (GLPI) Q2 2026 Earnings Call Transcript

marketbeat.com•2026-07-31

Gaming and Leisure Properties Q2 Earnings Call Highlights

Gaming and Leisure Properties NASDAQ: GLPI reported second-quarter 2026 growth in adjusted funds from operations, or AFFO, as acquisitions, lease escalators and development funding increased cash income. Chairman and Chief Executive Officer Peter Carlino said AFFO rose 10% from a year earlier and described the company's near- and medium-term growth pipeline as highly visible.

proactiveinvestors.co.uk•2026-07-28

Gaming Realms core earnings rise despite UK gambling tax increase

Gaming Realms PLC (LSE:GMR, OTCQX:PSDMF, FRA:RNE1) said its core licensing business continued to grow in the first half, despite a sharp increase in UK gambling tax and a decline in non-core brand licensing revenue. The mobile gaming content developer expects group revenue of about ÂŁ15.5 million and adjusted EBITDA of ÂŁ6.6 million in the first six months of 2026, versus ÂŁ16 million and ÂŁ7.5 million a year ago.

benzinga.com•2026-07-20

GameStop's eBay Pursuit Resurfaces After Stake Climbs to 9.8%

GameStop Corp. (NYSE:GME) is back in focus Monday after the company disclosed a 9.8% stake in eBay Inc. (NASDAQ:EBAY) on Friday, reigniting attention on its pursuit of the e-commerce platform.

forbes.com•2026-07-20

GameStop Doubles Down On eBay Bid As Ryan Cohen Escalates Pursuit

Ryan Cohen has never been afraid of taking on larger rivals. He transformed Chewy into one of America's biggest online pet retailers, became the architect of GameStop's unlikely revival after the meme-stock frenzy, and has consistently argued that retailers need to reinvent themselves rather than simply chasing scale.

gurufocus.com•2026-07-20

GameStop Builds 9.8% eBay Stake After Rejected Bid

GameStop (GME) disclosed it owns 43.4 million eBay (EBAY) shares, or 9.8% of the e-commerce company, a sharp step up from the roughly 5% economic stake it held

fool.com•2026-07-20

Breakfast News: Can TSLA Turn AI Hype Into Profit?

Previewing the week's key earnings, GameStop still has eyes on eBay, and more

reuters.com•2026-07-17

GameStop owns nearly 10% of eBay, SEC filing shows

Videogame retailer GameStop owns nearly ​10% of e-commerce company eBay, ‌the company said in a regulatory filing late on Friday, ​nearly three months after ​making an unsolicited offer to ⁠buy eBay for roughly $56 ​billion.

pymnts.com•2026-07-16

GameStop CEO Ryan Cohen Reaffirms Push to Buy EBay After Rejected Offer

GameStop CEO Ryan Cohen said Thursday (July 16) that the company continues to pursue an acquisition of eBay, Bloomberg reported Thursday. In an interview with Bloomberg TV, Cohen declined to say whether he planned to raise his offer for the company but said “we're coming for eBay one way or another,” according to the report.

youtube.com•2026-07-16

TSMC's Market Jolt, Saronic's Texas Bet and GameStop's eBay Bid | Bloomberg Tech 7/16/2026

Bloomberg's Ed Ludlow breaks down TSMC's results and the company's announcement of a higher commitment for its US buildout. Plus, he speaks with the CEO of autonomous maritime drone company Saronic and Texas Governor Greg Abbott about why Saronic is making a $3.2 billion bet on Texas.

youtube.com•2026-07-16

Gamestop CEO Cohen Discusses eBay Bid, Video Game Software

Gamestop CEO Ryan Cohen discusses the company's bid to acquire eBay, financing support for the plan, and how he sees the deal benefitting shareholders. Cohen tells Ed Ludlow, “eBay is a platform that I can build into something much more profitable and much larger.

pymnts.com•2026-07-16

Uber Eats Expands Retail Delivery Push With GameStop and Foot Locker Partnerships

Uber Eats has continued its expansion into deliveries of goods beyond meals by forming partnerships with gaming retailer GameStop and three footwear, apparel and accessories retail brands affiliated with Foot Locker.

businesswire.com•2026-07-15

GameStop Joins Uber Eats to Deliver Video Games, Collectibles, and Electronics to Customers Nationwide

SAN FRANCISCO--(BUSINESS WIRE)--Uber Technologies, Inc. (NYSE: UBER) and GameStop (NYSE: GME) today announced a new partnership that brings one of the largest gaming retailers to the Uber Eats marketplace. Customers can now order video games, gaming consoles, accessories, collectibles, and more from GameStop locations nationwide on Uber Eats for scheduled or on-demand delivery. GameStop is the latest retailer to join Uber Eats' rapidly growing marketplace, which now features thousands of storef.

fool.com•2026-07-14

Best Buy vs. GameStop: What Their Revenue Trends Tell Investors About These Specialty Retailers

Best Buy currently looks substantially stronger on revenue, generating significantly higher sales volumes than GameStop. The two companies exhibit a highly seasonal revenue pattern over the last eight quarters, with massive quarter-over-quarter spikes followed by consistent subsequent declines.

seekingalpha.com•2026-07-13

GameStop: Soaring Collectibles Sales Gives More Credibility To EBay Deal

GameStop is undervalued, with improving standalone performance and a rare, bullish EBITDA outlook exceeding $600 million for FY26. The proposed eBay (EBAY) acquisition is a major catalyst, but GME's robust collectibles growth and margin expansion are compelling on their own. GME trades at just 9.2x EV/FY26 adjusted EBITDA, despite double-digit sales growth and >70% EBITDA expansion, making current levels attractive.

📊 AI Financial Analysis

Powered by StockMarketInfo
Earnings Data: Q Ending 2026-05-02

"GME (Q1 2026, ended 2026-05-02) reported Revenue of $835.3M and Net Income of $389.6M (EPS $0.87). On a YoY basis, Revenue declined from $732.4M (Q1 2025) to $835.3M, a +14.1% increase, while Net Income jumped from $44.8M to $389.6M (+?% YoY, driven by a much stronger earnings base). QoQ, Revenue fell from $1.104B (Q4 2025) to $835.3M (-24.3%), but profitability improved: Net Income rose from $127.9M to $389.6M (+204.4% QoQ). Over the full four-quarter span, margins expanded meaningfully. Gross margin rose from 34.5% (Q1 2025) to 40.7% (Q1 2026), and net margin expanded to 46.6% from 6.1% (Q1 2025) and 11.6% (Q4 2025). Operating income is positive at $143.3M in the latest quarter. Cash flow strengthened: Operating Cash Flow (OCF) was $337.6M and Free Cash Flow (FCF) was $333.1M, representing a solid cash earnings conversion. Balance sheet liquidity remains high for GME, with cash & short-term investments of $8.37B against total assets of $10.97B and net cash (net debt of -$3.06B). Shareholder returns appear mixed: the stock is up YTD (+19.1%) but down over 1Y (-6.5%); no dividends were paid."

Revenue Growth

Neutral

YoY (Q1 2026 vs Q1 2025): Revenue +14.1% ($835.3M vs $732.4M). QoQ (Q1 2026 vs Q4 2025): Revenue -24.3% ($835.3M vs $1.104B), indicating some seasonal/quarterly volatility.

Profitability

Strong

Margins expanded sharply: gross margin 40.7% in Q1 2026 vs 35.0% (Q4 2025) and 34.5% (Q1 2025). Net margin improved to 46.6% (vs 11.6% in Q4 2025 and 6.1% in Q1 2025). Net income rose +204.4% QoQ ($389.6M vs $127.9M).

Cash Flow Quality

Good

OCF was $337.6M and FCF $333.1M in Q1 2026, supporting earnings quality. No dividends were paid; buybacks are not evident in the latest quarter (repurchases reported as 0).

Leverage & Balance Sheet

Strong

Strong liquidity and net-cash position: cash & short-term investments $8.37B; net debt is -$3.06B. Total assets rose to $10.97B (from $10.45B in Q4 2025). Equity remains substantial at $5.84B.

Shareholder Returns

Fair

Stock momentum is mixed: 1Y change -6.48% (not a momentum tailwind) while YTD is +19.06%. Dividend yield is 0% and the latest quarter shows no buybacks, so total shareholder return relies mainly on price.

Analyst Sentiment & Valuation

Positive

Market price is $24.55 vs consensus price target $18.25 (implying the stock is trading above the stated consensus target). Valuation metrics show low reported PE (due to high Q1 earnings), and enterprise multiple is elevated; sentiment appears cautious on forward valuation despite the current earnings spike.

Disclaimer:This analysis is AI-generated for informational purposes only. Accuracy is not guaranteed and this does not constitute financial advice.

Fundamentals Overview

Loading fundamentals overview...

GameStop demonstrated significant improvement in its financial performance during Q4 2022, achieving a net income of $48.2 million compared to last year's loss. The company is focused on enhancing efficiency and profitability in a challenging retail environment while exploring growth opportunities. With a solid cash position and reduced debt, GameStop is positioning itself for positive momentum while remaining cautious about forthcoming challenges.

Growth

  • Focused on near-term profitability while pursuing long-term sustainable growth.
  • Exploring growth opportunities in pre-owned and higher-margin categories such as collectibles and toys.

Business Development

  • Established accretive partnerships and fortified infrastructure.
  • Gained full console allocations to meet customer demand.

Financials

  • Net income of $48.2 million compared to a net loss of $147.5 million in Q4 2021.
  • Net sales of $2.226 billion, down slightly from $2.254 billion in Q4 2021.
  • Annual net loss reduced to $313.1 million from $381.3 million in FY 2021.
  • SG&A expenses decreased to $453.4 million or 20.4% of sales from $538.9 million or 23.9% in prior year.

Capital & Funding

  • Ended the year with $1.39 billion in cash and equivalents, up from $1.27 billion in FY 2021.
  • No borrowings under ABL facility and negligible debt.

Operations & Strategy

  • Streamlined operations to enhance efficiency and profitability.
  • Pivoted to focus on cost containment and improving customer experience.

Market & Outlook

  • No formal guidance provided; focus on results instead of forecasts.
  • Expect continued transformation charges in early 2023.

Risks Or Headwinds

  • Challenging retail environment due to inflation and rising interest rates.

Sentiment: POSITIVE

Note: This summary was synthesized by AI from the GME Q4 2022 earnings transcript. Financial data is complex; please verify all metrics against official SEC filings before making investment decisions.

📋 Official Regulatory 10-K / 10-Q SEC Filings

Direct authenticated documentation links to audited SEC database reports for GME.

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SEC Filings (GME)

© 2026 Stock Market Info — GameStop Corp. (GME) Financial Profile