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GameStop Corp (GME)



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Upturn Advisory Summary
07/10/2025: GME (3-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 -4.48% | Avg. Invested days 35 | Today’s Advisory PASS |
Upturn Star Rating ![]() ![]() | Upturn Advisory Performance ![]() | Stock Returns Performance ![]() |
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Key Highlights
Company Size Large-Cap Stock | Market Capitalization 10.37B USD | Price to earnings Ratio 43.75 | 1Y Target Price 13.5 |
Price to earnings Ratio 43.75 | 1Y Target Price 13.5 | ||
Volume (30-day avg) 1 | Beta -0.65 | 52 Weeks Range 18.73 - 35.81 | Updated Date 07/10/2025 |
52 Weeks Range 18.73 - 35.81 | Updated Date 07/10/2025 | ||
Dividends yield (FY) - | Basic EPS (TTM) 0.53 |
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 5.67% | Operating Margin (TTM) 3.37% |
Management Effectiveness
Return on Assets (TTM) 0.72% | Return on Equity (TTM) 6.62% |
Valuation
Trailing PE 43.75 | Forward PE 36.76 | Enterprise Value 5749728936 | Price to Sales(TTM) 2.82 |
Enterprise Value 5749728936 | Price to Sales(TTM) 2.82 | ||
Enterprise Value to Revenue 1.57 | Enterprise Value to EBITDA 66.47 | Shares Outstanding 447336000 | Shares Floating 408498568 |
Shares Outstanding 447336000 | Shares Floating 408498568 | ||
Percent Insiders 8.61 | Percent Institutions 34.55 |
Upturn AI SWOT
GameStop Corp

Company Overview
History and Background
GameStop Corp. was founded in 1984 as Babbage's, a software retailer. It evolved through mergers and acquisitions, becoming GameStop in 1999. It grew rapidly in the 2000s by acquiring other game retailers before facing disruption from digital downloads.
Core Business Areas
- Video Game Hardware and Accessories: Sales of new and pre-owned video game consoles, controllers, headsets, and other accessories.
- Video Game Software: Sales of new and pre-owned physical and digital video game software.
- Collectibles: Sales of collectibles, including trading cards, action figures, and apparel.
Leadership and Structure
Ryan Cohen serves as the Chairman. The company is organized with a CEO overseeing various departments like merchandising, finance, and technology.
Top Products and Market Share
Key Offerings
- Video Game Consoles: Sells consoles from Sony (PlayStation), Microsoft (Xbox), and Nintendo. Market share varies depending on console generation. Competitors include Amazon, Best Buy, Walmart, Target, and direct console manufacturers.
- Video Game Software: Sells a wide variety of video game titles. Facing increasing competition from digital downloads. Competitors include digital distribution platforms like Steam, PlayStation Store, Xbox Marketplace, and Nintendo eShop.
- Collectibles: Sells pop culture merchandise, including Funko Pops, apparel, and trading cards. Growing segment with increasing competition. Competitors include specialty retailers like Hot Topic and online marketplaces like Amazon and eBay.
Market Dynamics
Industry Overview
The video game industry is shifting towards digital downloads and cloud gaming. Physical retail is declining, but collectibles are a growing market. There is also more adoption of subscription based models.
Positioning
GameStop is attempting to transform from a physical retailer to a digital-first company. It faces challenges in competing with established digital platforms.
Total Addressable Market (TAM)
The global gaming market is estimated to be hundreds of billions of dollars. GameStop is positioned to capture a portion of this market through digital sales and collectibles, but the overall retail market for physical games is shrinking.
Upturn SWOT Analysis
Strengths
- Brand recognition
- Loyalty program
- Physical store presence
- Collectible sales growth
Weaknesses
- Reliance on physical retail
- Declining video game software sales
- High debt levels
- Lack of digital expertise
Opportunities
- Expansion of digital sales
- Growth in collectibles market
- Partnerships with gaming companies
- E-commerce growth
Threats
- Digital downloads
- Competition from online retailers
- Changing consumer preferences
- Economic downturns
Competitors and Market Share
Key Competitors
- EBAY
- AMZN
- WMT
- TGT
- BBY
Competitive Landscape
GameStop faces intense competition from larger retailers and digital platforms. Its competitive advantages include brand recognition and a physical store presence, but it needs to improve its digital capabilities.
Major Acquisitions
None
- Year: 0
- Acquisition Price (USD millions): 0
- Strategic Rationale: None
Growth Trajectory and Initiatives
Historical Growth: Historical growth has been inconsistent with periods of rapid expansion followed by decline.
Future Projections: Future projections are uncertain and depend on the success of the company's transformation strategy. Analyst estimates vary widely.
Recent Initiatives: Recent initiatives include launching a NFT marketplace, expanding its collectibles business, and improving its e-commerce platform.
Summary
GameStop is undergoing a significant transformation to adapt to the changing gaming market. Its strengths lie in its brand and collectibles business, while weaknesses include its reliance on physical retail. The company needs to capitalize on digital opportunities and manage its debt effectively. Overall, its future performance is highly dependent on successful execution of the transformation strategy.
Peer Comparison
Sources and Disclaimers
Data Sources:
- Company Filings
- Market Research Reports
- Analyst Estimates
Disclaimers:
The information provided is for informational purposes only and does not constitute financial advice. Investment decisions should be based on your own research and due diligence.
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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