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GME logo GME
Upturn stock rating
GME logo

GameStop Corp. (GME)

Upturn stock rating
$23.37
Last Close (24-hour delay)
Profit since last BUY-6.22%
upturn advisory
SELL
SELL since 4 days
  • BUY Advisory
  • SELL Advisory (Profit)​
  • SELL Advisory (Loss)​
  • Profit
  • Loss
  • Pass (Skip investing)
Upturn Stock info Stock price based on last close
*as per simulation
(see disclosures)
Time period over
  • ALL
  • YEAR
  • MONTH
  • WEEK

Upturn Advisory Summary

10/20/2025: GME (2-star) is a SELL. SELL since 4 days. Simulated Profits (-6.22%). Updated daily EoD!

Upturn Star Rating

rating

Below Average Performance

These Stocks/ETFs, based on Upturn Advisory, often underperform the market, warranting careful consideration before investing.

Number of Analysts

rating

1 Analysts rated it

Very few follow this stock; limited insights, higher-risk early investing.

1 Year Target Price $13.5

1 Year Target Price $13.5

Analysts Price Target For last 52 week
$13.5 Target price
52w Low $20.35
Current$23.37
52w High $35.81

Analysis of Past Performance

Type Stock
Historic Profit -10.42%
Avg. Invested days 33
Today’s Advisory SELL
Upturn Star Rating upturn star rating icon
Upturn Advisory Performance Upturn Advisory Performance 2.0
Stock Returns Performance Upturn Returns Performance 1.0
Upturn Profits based on simulation Profits based on simulation
Upturn Profits based on simulation Last Close 10/20/2025

Key Highlights

Company Size Large-Cap Stock
Market Capitalization 10.33B USD
Price to earnings Ratio 28.84
1Y Target Price 13.5
Price to earnings Ratio 28.84
1Y Target Price 13.5
Volume (30-day avg) 1
Beta -0.84
52 Weeks Range 20.35 - 35.81
Updated Date 10/20/2025
52 Weeks Range 20.35 - 35.81
Updated Date 10/20/2025
Dividends yield (FY) -
Basic EPS (TTM) 0.8

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 -
When -
Estimate -
Actual -

Profitability

Profit Margin 9.41%
Operating Margin (TTM) 6.61%

Management Effectiveness

Return on Assets (TTM) 1.14%
Return on Equity (TTM) 7.58%

Valuation

Trailing PE 28.84
Forward PE 36.76
Enterprise Value 7908981694
Price to Sales(TTM) 2.69
Enterprise Value 7908981694
Price to Sales(TTM) 2.69
Enterprise Value to Revenue 2.06
Enterprise Value to EBITDA 46.55
Shares Outstanding 447908690
Shares Floating 408647873
Shares Outstanding 447908690
Shares Floating 408647873
Percent Insiders 8.63
Percent Institutions 40.53

ai summary icon Upturn AI SWOT

GameStop Corp.

stock logo

Company Overview

overview logo History and Background

GameStop Corp. was founded in 1984 as Babbage's, a software retailer. It evolved through mergers and acquisitions, eventually becoming GameStop, a leading video game and entertainment software retailer. Key milestones include its IPO in 2002 and the acquisition of EB Games in 2005.

business area logo Core Business Areas

  • Retail: Sales of new and pre-owned video game hardware, physical and digital software, accessories, and collectibles through retail stores and online platforms.
  • E-commerce: Direct-to-consumer sales of video games, entertainment and pop culture collectibles, and related merchandise via GameStop.com and associated international websites.
  • Collectibles: Sales of licensed merchandise, apparel, toys, and other collectibles.

leadership logo Leadership and Structure

The current CEO is Ryan Cohen. The organizational structure consists of corporate headquarters overseeing regional operations, retail store management, and e-commerce divisions.

Top Products and Market Share

overview logo Key Offerings

  • New Video Game Hardware: Sales of new gaming consoles (PlayStation, Xbox, Nintendo Switch) and accessories. Market share varies by console and region, but GameStop is a significant retailer. Competitors include Amazon, Walmart, Target, and Best Buy.
  • Pre-Owned Video Games: Sales of pre-owned video games and consoles. GameStop is a major player in this market, but faces increasing competition from digital game sales and online marketplaces. Competitors include eBay, Amazon, and other used game retailers.
  • Collectibles: Sales of pop culture merchandise and collectibles such as Funko Pops, action figures, and apparel. Competitors include Hot Topic, BoxLunch, and online retailers like Amazon.

Market Dynamics

industry overview logo Industry Overview

The video game industry is dynamic, shifting from physical media to digital downloads and streaming services. The collectibles market is growing, driven by pop culture trends.

Positioning

GameStop is transitioning from a traditional brick-and-mortar retailer to a technology and entertainment company. Its competitive advantages include its brand recognition, customer loyalty program (PowerUp Rewards), and large retail footprint, though the latter is also a disadvantage.

Total Addressable Market (TAM)

The global video game market is estimated to be worth over $200 billion USD. The global collectables market is estimated to be worth $50 billion USD. GameStop is striving to capture a larger share of these markets through e-commerce, collectibles, and expanding its digital presence.

Upturn SWOT Analysis

Strengths

  • Brand Recognition
  • PowerUp Rewards Loyalty Program
  • Extensive Retail Footprint
  • Collectibles Business
  • E-commerce Platform

Weaknesses

  • Reliance on Physical Media Sales
  • Declining Foot Traffic in Retail Stores
  • High Operating Costs
  • Inventory Management Challenges
  • Inconsistent Profitability

Opportunities

  • Expansion of Digital Offerings
  • Growth in the Collectibles Market
  • Partnerships with Gaming Companies
  • Development of Exclusive Products
  • New Revenue Streams (e.g., esports, NFTs)

Threats

  • Shift to Digital Game Downloads
  • Competition from Online Retailers
  • Economic Downturns Affecting Consumer Spending
  • Changing Consumer Preferences
  • Supply Chain Disruptions

Competitors and Market Share

competitor logo Key Competitors

  • AMZN
  • WMT
  • TGT
  • BBY

Competitive Landscape

GameStop faces intense competition from online retailers and big-box stores. Its advantages include its brand recognition and PowerUp Rewards program, while its disadvantages include its reliance on physical media sales and high operating costs.

Growth Trajectory and Initiatives

Historical Growth: Historically, GameStop's growth has been challenged by the shift to digital game sales. Recent initiatives focus on digital transformation and expanding its collectibles business.

Future Projections: Future growth depends on the success of its transformation strategy, including expanding e-commerce and digital offerings.

Recent Initiatives: Recent initiatives include restructuring its board, cost-cutting measures, investing in e-commerce infrastructure, and expanding its collectibles business. Ryan Cohen's leadership is also a key factor.

Summary

GameStop is undergoing a significant transformation to adapt to the evolving video game market, driven by digital sales and online competition. While its brand and customer loyalty remain assets, it faces challenges in reducing costs and adapting to changing consumer preferences. Success hinges on its ability to expand its digital offerings and capitalize on growth opportunities in the collectibles market. Investor sentiment and meme stock activity have also significantly impacted the stock's volatility.

Peer Comparison

Sources and Disclaimers

Data Sources:

  • Company SEC Filings (10-K, 10-Q)
  • Market Research Reports (e.g., NPD Group)
  • Financial News Outlets (e.g., Reuters, Bloomberg, Yahoo Finance)
  • Analyst Reports

Disclaimers:

This analysis is for informational purposes only and should not be considered financial advice. Investment decisions should be based on your own due diligence and risk tolerance. Market data is subject to change.

Upturn AI Summarization AI Summarization is directionally correct and might not be accurate.

Upturn AI Summarization Summarized information shown could be a few years old and not current.

Upturn AI Summarization Fundamental Rating based on AI could be based on old data.

Upturn AI Summarization 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
Full time employees 6000

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.