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GameStop Corp. (GME)


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Upturn Advisory Summary
10/20/2025: GME (2-star) is a SELL. SELL since 4 days. Simulated Profits (-6.22%). Updated daily EoD!
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 SELL |
Upturn Star Rating ![]() | Upturn Advisory Performance ![]() | Stock Returns Performance ![]() |
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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 |
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, 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.
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 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
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
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
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.
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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