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GameStop Corp (GME)



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Upturn Advisory Summary
08/29/2025: GME (2-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 10.19B USD | Price to earnings Ratio 42.28 | 1Y Target Price 13.5 |
Price to earnings Ratio 42.28 | 1Y Target Price 13.5 | ||
Volume (30-day avg) 1 | Beta -0.7 | 52 Weeks Range 19.31 - 35.81 | Updated Date 08/30/2025 |
52 Weeks Range 19.31 - 35.81 | Updated Date 08/30/2025 | ||
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 42.28 | Forward PE 36.76 | Enterprise Value 5400806617 | Price to Sales(TTM) 2.78 |
Enterprise Value 5400806617 | Price to Sales(TTM) 2.78 | ||
Enterprise Value to Revenue 1.47 | Enterprise Value to EBITDA 62.44 | Shares Outstanding 447336000 | Shares Floating 408283846 |
Shares Outstanding 447336000 | Shares Floating 408283846 | ||
Percent Insiders 8.64 | Percent Institutions 40.63 |
Upturn AI SWOT
GameStop Corp

Company Overview
History and Background
GameStop Corp. was founded in 1984 as Babbage's and later became GameStop in 1999. It grew through acquisitions, becoming a major retailer of video games and related products. In recent years, it has faced challenges from digital distribution but is attempting a transition to digital markets.
Core Business Areas
- Retail Operations: Operates retail stores primarily in the United States, Canada, Australia, and Europe, selling new and pre-owned video game hardware, software, accessories, and collectibles.
- E-Commerce: Operates e-commerce websites and mobile apps, offering a similar range of products as its retail stores.
- Collectibles: Sells a variety of collectibles, including trading cards, action figures, and apparel.
Leadership and Structure
The CEO is Ryan Cohen. The company has a board of directors and operates with a standard corporate structure.
Top Products and Market Share
Key Offerings
- New Video Game Software: Sells new video game software for various consoles and PC. The market share is fragmented across retailers and digital distribution platforms. Competitors: Amazon, Best Buy, Walmart, digital storefronts (Steam, PlayStation Store, Xbox Marketplace).
- Pre-Owned Video Game Products: Sells pre-owned video game hardware and software. This segment faces competition from online marketplaces and other retailers. Competitors: eBay, Amazon, local game stores.
- Video Game Hardware: Sells video game consoles and related hardware. Market share depends on console cycles and availability. Competitors: Amazon, Best Buy, Walmart, console manufacturers' direct sales.
- Collectibles: Sells collectibles (trading cards, action figures, etc.). Market is broad with many competitors. Competitors: Amazon, Target, Walmart, specialty collectible stores.
Market Dynamics
Industry Overview
The video game industry is shifting towards digital distribution, cloud gaming, and subscription services. Physical retail is facing decline, but there is still demand for physical copies and collectibles.
Positioning
GameStop is trying to transition from a primarily brick-and-mortar retailer to a more diversified business model including e-commerce and digital initiatives. Its core advantage is its existing customer base and brand recognition.
Total Addressable Market (TAM)
The global video game market is estimated to be over $200 billion. GameStop is positioned to capture a share of the physical game sales, collectibles, and potentially digital markets if they can successfully pivot.
Upturn SWOT Analysis
Strengths
- Brand recognition
- Extensive retail network
- Loyalty program (PowerUp Rewards)
- Established trade-in program
Weaknesses
- Heavy reliance on physical retail
- Declining sales of physical games
- High operating costs
- Struggling to adapt to digital distribution
Opportunities
- Expanding e-commerce presence
- Developing digital products and services
- Growing collectibles business
- Strategic partnerships with game developers
Threats
- Increasing digital distribution of games
- Competition from online retailers
- Changing consumer preferences
- Economic downturns
Competitors and Market Share
Key Competitors
- AMZN
- BBY
- WMT
- MSFT
- SONY
Competitive Landscape
GameStop faces significant competition from online retailers, digital distribution platforms, and other brick-and-mortar retailers. Its advantages include its brand recognition and loyalty program, but it needs to innovate to compete effectively.
Major Acquisitions
Buy Now, Pay Later Company
- Year: 2022
- Acquisition Price (USD millions): 0
- Strategic Rationale: GameStop has not made any significant acquisitions in the last 2 years. In 2022 GameStop acquired buy now, pay later startup.
Growth Trajectory and Initiatives
Historical Growth: Historically, GameStop experienced significant growth in the early 2000s through acquisitions and expansion. However, growth has slowed and declined in recent years due to the shift to digital distribution.
Future Projections: Future growth projections are uncertain and depend on GameStop's ability to successfully transform its business model. Analyst estimates vary widely.
Recent Initiatives: Recent initiatives include expanding its e-commerce business, investing in digital assets (NFTs), and focusing on collectibles.
Summary
GameStop is a retailer attempting to transform its business model in a rapidly evolving industry. Its strengths lie in its brand and existing customer base, but it faces challenges from digital distribution and competition. Successful execution of its transformation strategy is critical for its long-term survival. Collectibles and e-commerce growth show promise, but profitability and financial stability remain key concerns.
Peer Comparison
Sources and Disclaimers
Data Sources:
- Company SEC filings (10-K, 10-Q)
- Market research reports
- Analyst estimates
- News articles
Disclaimers:
This analysis is based on publicly available information and analyst estimates, which are subject to change. The AI-based rating is for informational purposes only and should not be considered investment advice. Market share data is approximate.
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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