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Upturn AI SWOT - About
GameStop Corp. (GME)

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Upturn Advisory Summary
12/04/2025: 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 Large-Cap Stock | Market Capitalization 10.28B USD | Price to earnings Ratio 28.69 | 1Y Target Price 13.5 |
Price to earnings Ratio 28.69 | 1Y Target Price 13.5 | ||
Volume (30-day avg) 1 | Beta -1.27 | 52 Weeks Range 19.93 - 35.81 | Updated Date 12/5/2025 |
52 Weeks Range 19.93 - 35.81 | Updated Date 12/5/2025 | ||
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 2025-12-09 | When After Market | Estimate -0.03 | 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 28.69 | Forward PE 36.76 | Enterprise Value 6119460694 | Price to Sales(TTM) 2.67 |
Enterprise Value 6119460694 | Price to Sales(TTM) 2.67 | ||
Enterprise Value to Revenue 1.59 | Enterprise Value to EBITDA 36.02 | Shares Outstanding 447908690 | Shares Floating 408656827 |
Shares Outstanding 447908690 | Shares Floating 408656827 | ||
Percent Insiders 8.63 | Percent Institutions 39.68 |
Upturn AI SWOT
GameStop Corp.

Company Overview
History and Background
GameStop Corp. was founded in 1984 as Babbage's, a software retailer. It grew through acquisitions and became GameStop in 1999, focusing on video game sales, rentals, and trade-ins. It experienced significant fluctuations, including meme stock surges and a shift towards digital sales.
Core Business Areas
- Retail Sales: Sale of new and pre-owned video game hardware, software, accessories, and collectibles through brick-and-mortar stores and online channels.
- Digital Sales: Digital game downloads, downloadable content (DLC), and digital currency sales through the GameStop website and partnerships.
- Collectibles: Sale of pop culture themed products, including toys, apparel, and other merchandise.
Leadership and Structure
Ryan Cohen is the current Chairman. The company operates with a traditional corporate structure with a CEO, CFO, and other executive positions. Focus has shifted to e-commerce and blockchain technologies.
Top Products and Market Share
Key Offerings
- Market Share (%): Estimated to be between 10% to 15% for video game console sales within their regions
- Number of Users: Estimated to be a large majority of gamers in the regions they support.
- Revenue (%): Estimated to be between 20%-30% of overall annual revenue
- Video Game Consoles: Sale of consoles like PlayStation, Xbox, and Nintendo Switch. Market share varies by console generation. Competitors include Amazon, Best Buy, Walmart, and console manufacturers directly.
- Market Share (%): Estimated to be between 5% to 10% of overall video game sales.
- Number of Users: Estimated to be a large majority of gamers in the regions they support.
- Revenue (%): Estimated to be between 30%-40% of overall annual revenue
- Video Games: Sale of new and pre-owned physical video game copies. Market share is declining due to the rise of digital downloads. Competitors include digital distribution platforms like Steam, PlayStation Store, Xbox Marketplace, Nintendo eShop, Amazon and BestBuy.
- Collectibles: Sale of pop culture themed merchandise like toys, apparel, and accessories. Competitors include Amazon, Target, Walmart, and specialized collectible retailers.
- Market Share (%): Estimated to be between 1% to 5% of the collectables market
- Number of Users: Estimated to be a large majority of gamers in the regions they support.
- Revenue (%): Estimated to be between 5%-10% of overall annual revenue
Market Dynamics
Industry Overview
The video game industry is shifting towards digital distribution and subscription services. Physical retail is facing increased competition from online platforms and direct-to-consumer sales. The growth of eSports, cloud gaming, and mobile gaming are also shaping the industry.
Positioning
GameStop Corp. is transitioning from a traditional brick-and-mortar retailer to an e-commerce and digital platform. It is focusing on collectibles, digital sales, and blockchain technologies to adapt to the changing market.
Total Addressable Market (TAM)
The global video game market is estimated at over $200 billion. GameStop Corp. aims to capture a larger share of the digital and collectibles segments.
Upturn SWOT Analysis
Strengths
- Brand Recognition
- Loyal Customer Base
- Extensive Retail Network (though shrinking)
- Trade-in Program
Weaknesses
- Reliance on Physical Sales
- High Operating Costs
- Declining Foot Traffic
- Inventory Management Challenges
Opportunities
- Expansion of Digital Sales
- Growth of Collectibles Market
- Partnerships with Gaming Companies
- Development of Esports and Gaming Events
- Web3 & NFT initiatives
Threats
- Digital Distribution Trend
- Competition from Online Retailers
- Economic Downturn
- Changing Consumer Preferences
- New Gaming Platforms and Technologies
Competitors and Market Share
Key Competitors
- AMZN
- BBY
- WMT
- MSFT
- SONY
Competitive Landscape
GameStop Corp. faces significant competition from larger retailers and digital distribution platforms. Its advantages include brand recognition and a loyal customer base, but it is disadvantaged by its reliance on physical sales and high operating costs.
Growth Trajectory and Initiatives
Historical Growth: Historical growth has been inconsistent, with periods of decline and significant surges driven by external factors.
Future Projections: Future growth projections are uncertain, dependent on the success of the company's transformation efforts.
Recent Initiatives: Recent strategic initiatives include focusing on e-commerce, digital sales, blockchain technology, and cutting costs.
Summary
GameStop is a company in transition, attempting to pivot from traditional retail to e-commerce and digital sales. The company's historical reliance on physical game sales and high operating costs pose significant challenges. Success depends on its ability to adapt to changing consumer preferences and compete with larger online retailers. Significant financial volatility and speculation surround the stock.
Similar Stocks
Sources and Disclaimers
Data Sources:
- Company Filings
- Industry Reports
- Market Research Data
- Analyst Estimates
Disclaimers:
This analysis is based on available data and estimates and should not be considered financial advice. The video game market is dynamic and subject to change. Financial information is for educational purposes only. Consult a financial professional before making 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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