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GameStop Corp. (GME)

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Upturn Advisory Summary
01/06/2026: GME (1-star) is currently NOT-A-BUY. Pass it for now.
1 Year Target Price $13.5
1 Year Target Price $13.5
| 0 | Strong Buy |
| 0 | Buy |
| 0 | Hold |
| 0 | Sell |
| 1 | Strong Sell |
Analysis of Past Performance
Type Stock | Historic Profit -10.42% | Avg. Invested days 33 | Today’s Advisory PASS |
Upturn Star Rating ![]() | Upturn Advisory Performance | Stock Returns Performance |
Key Highlights
Company Size Mid-Cap Stock | Market Capitalization 9.28B USD | Price to earnings Ratio 23.55 | 1Y Target Price 13.5 |
Price to earnings Ratio 23.55 | 1Y Target Price 13.5 | ||
Volume (30-day avg) 1 | Beta -1.21 | 52 Weeks Range 19.93 - 35.81 | Updated Date 01/6/2026 |
52 Weeks Range 19.93 - 35.81 | Updated Date 01/6/2026 | ||
Dividends yield (FY) - | Basic EPS (TTM) 0.88 |
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 2025-12-09 | When After Market | Estimate -0.03 | Actual 0.24 |
Profitability
Profit Margin 11.08% | Operating Margin (TTM) 6.33% |
Management Effectiveness
Return on Assets (TTM) 1.64% | Return on Equity (TTM) 8.35% |
Valuation
Trailing PE 23.55 | Forward PE 36.76 | Enterprise Value 4799855477 | Price to Sales(TTM) 2.44 |
Enterprise Value 4799855477 | Price to Sales(TTM) 2.44 | ||
Enterprise Value to Revenue 1.26 | Enterprise Value to EBITDA 19.77 | Shares Outstanding 448009480 | Shares Floating 408856557 |
Shares Outstanding 448009480 | Shares Floating 408856557 | ||
Percent Insiders 8.63 | Percent Institutions 39.65 |
Upturn AI SWOT
GameStop Corp.

Company Overview
History and Background
GameStop Corp. was founded in 1984 by Gary Kusin and James McNeal Jr. as Babbage's. It was acquired by Barnes & Noble in 1999 and later spun off in 2002, going public as GameStop Corp. The company experienced significant growth during the era of physical media sales for video games. In recent years, it has faced declining physical sales and shifting market dynamics, notably gaining widespread attention in early 2021 due to a 'short squeeze' orchestrated by retail investors.
Core Business Areas
- New Video Game Sales: Primary business segment involving the sale of new physical and digital video game software.
- Used Video Game Sales: Significant segment focused on the trade-in and resale of pre-owned video games, consoles, and accessories.
- Video Game Hardware Sales: Sale of new and pre-owned video game consoles, controllers, and related hardware.
- Collectibles: Expansion into selling video game-themed merchandise, collectibles, and apparel.
- Digital Currency and NFTs: Recent exploration and development in the digital asset space, including NFTs and a digital asset wallet.
Leadership and Structure
GameStop's leadership team has seen significant changes, especially following the 2021 events. As of recent reports, the executive team includes Ryan Cohen as Executive Chairman, Matthew Furlong as Chief Executive Officer, and other key executives responsible for finance, operations, and merchandising.
Top Products and Market Share
Key Offerings
- New Video Game Software: Physical and digital copies of the latest video game releases. Competitors include direct digital sales platforms (Steam, PlayStation Store, Xbox Games Store), other retailers like Walmart and Amazon, and publishers' direct-to-consumer sales. Market share in new physical game sales has been declining globally, with digital sales dominating. Specific market share data for GameStop in this segment is difficult to isolate but is part of the overall declining physical media market.
- Pre-owned Video Games and Hardware: A significant revenue driver historically, offering used games, consoles, and accessories. Competitors include online marketplaces (eBay), smaller independent game stores, and peer-to-peer trading. Market share for used games has also been impacted by digital distribution and longer game lifecycles.
- Video Game Consoles: Sales of current-generation consoles (e.g., PlayStation 5, Xbox Series X/S) and older models. Competitors include direct sales from console manufacturers and large electronics retailers. GameStop's market share here is tied to overall console availability and demand.
- Gaming Accessories: Controllers, headsets, charging stations, and other peripherals. Competitors include manufacturers themselves and broad electronics retailers. Market share is influenced by brand loyalty and availability.
- Collectibles and Merchandise: Action figures, apparel, board games, and other pop culture items. Competitors include specialty toy stores, online retailers (Amazon, Etsy), and direct-to-consumer brands. This segment is growing but still a smaller portion of overall revenue compared to core gaming products.
Market Dynamics
Industry Overview
The video game industry is a massive and growing market, driven by digital sales, subscription services, mobile gaming, and esports. However, the traditional retail segment for physical game sales has been declining due to the prevalence of digital downloads, and the secondhand market faces challenges from digital licensing and limited resale value of digital goods. The industry is also characterized by high development costs, long product cycles, and intense competition.
Positioning
GameStop is positioned as a specialized retailer for video games, hardware, and related collectibles. Its competitive advantages historically included a large physical store footprint, expertise in the gaming community, and its trade-in program for used games. However, it faces significant challenges adapting to the digital shift and intense competition from online retailers and digital distribution platforms.
Total Addressable Market (TAM)
The global video game market is estimated to be worth hundreds of billions of dollars, with projections indicating continued growth. GameStop's direct TAM is primarily the portion of this market accessible through physical retail and its online channels, which has been shrinking relative to digital. GameStop is attempting to reposition itself to capture a larger share of the evolving market through digital initiatives and by expanding its collectible offerings.
Upturn SWOT Analysis
Strengths
- Strong brand recognition within the gaming community.
- Established physical store presence (though diminishing).
- Experienced in the pre-owned game market, which can offer higher margins.
- Loyal customer base, particularly among younger demographics.
- Recent strategic investments and leadership changes aimed at transformation.
Weaknesses
- Heavy reliance on physical media sales, which are in decline.
- High operating costs associated with its physical store footprint.
- Challenges in competing with digital distribution platforms and online retailers on price and convenience.
- Past perception of being slow to adapt to industry shifts.
- Significant debt and cash flow challenges historically.
Opportunities
- Expansion into digital asset markets (NFTs, blockchain gaming).
- Growth in the collectibles and merchandise market.
- Leveraging its community for new digital offerings and services.
- Partnerships with game developers and publishers for exclusive content or services.
- Improving its e-commerce capabilities and customer experience.
Threats
- Continued decline in physical game sales and rise of digital downloads.
- Intensifying competition from Amazon, Walmart, and digital storefronts.
- Economic downturns impacting discretionary consumer spending on games.
- Changes in game development cycles and console generations.
- Potential for future regulatory changes impacting digital assets and e-commerce.
Competitors and Market Share
Key Competitors
- Walmart (WMT)
- Amazon (AMZN)
- Best Buy (BBY)
- Target (TGT)
- Sony Interactive Entertainment (Private - PSN)
- Microsoft (MSFT - Xbox)
Competitive Landscape
GameStop's primary disadvantage is its reliance on physical retail in a digitally dominated market. Its advantage lies in its niche focus, community engagement, and specialized knowledge of the gaming ecosystem. However, larger retailers and online giants offer greater convenience, broader product selection, and competitive pricing, while digital storefronts offer direct access to games without physical distribution.
Growth Trajectory and Initiatives
Historical Growth: Historically, GameStop experienced strong growth driven by the expansion of the video game market and its brick-and-mortar retail model. However, in recent years leading up to 2020, revenue and profits showed a declining trend as the industry shifted towards digital sales and away from physical media.
Future Projections: Analyst projections for GameStop's future growth are mixed and highly dependent on the success of its strategic pivot towards digital assets, e-commerce, and collectibles. There is considerable uncertainty, with some anticipating a turnaround and others remaining skeptical of its long-term viability in its current form.
Recent Initiatives: Key recent initiatives include the launch of GameStop NFT marketplace, exploration of blockchain technology, investment in a digital asset wallet, and efforts to improve its e-commerce platform and supply chain. There's also a focus on diversifying product offerings beyond traditional video games.
Summary
GameStop Corp. is a struggling brick-and-mortar retailer attempting a significant pivot towards digital assets and e-commerce. While it has strong brand recognition and a dedicated community, its core business faces structural decline. Success hinges on its ability to execute its ambitious digital transformation strategy and compete in new, rapidly evolving markets. Significant risks remain from established digital players and the inherent volatility of its new ventures.
Similar Stocks
Sources and Disclaimers
Data Sources:
- GameStop Corp. Investor Relations (SEC Filings)
- Financial News Outlets (e.g., Bloomberg, Reuters, Wall Street Journal)
- Industry Analysis Reports (e.g., Statista, Newzoo)
Disclaimers:
This analysis is based on publicly available information and does not constitute financial advice. Market share data and financial metrics are estimates and may vary depending on the source and methodology. Investors should conduct their own due diligence before making any investment decisions.
AI Summarization is directionally correct and might not be accurate.
Summarized information shown could be a few years old and not current.
Fundamental Rating based on AI could be based on old data.
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 | Website https://www.gamestop.com |
Full time employees 6000 | Website https://www.gamestop.com | ||
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.

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