Why GameStop’s video games segment looks optimistic

Assessing GameStop as an interesting investment opportunity (Part 2 of 5)

(Continued from Part 1)

Video games market overview

The video game market is somewhat asynchronous or acyclical with the macroeconomic business cycle in that the timing of new consoles tends to dominate any broader retail trend. This is not to say that GameStop (GME) shares did not suffer immeasurably in the dark days of 2008, but rather that operations held up well: sales still grew 3% and 4% in the 2008–2009 calendar years, with firm margin holds above calendar 2007 and over $800 million in free cash flow.

Far more important are console cycles: the launch of new (and more powerful) gaming hardware to replace the prior generation’s machines. There is a threefold impact across the video game landscape:

  1. New hardware sales experience a one-time surge along with greater software attachment as eager gamers add launch-day titles to complement their new systems. From GME’s perspective, this surge has typically lasted about one to two years (see FY07, which followed the November 2005 and November 2006 launches of Xbox 360 and PS3, respectively).

  2. New software sales experience a more prolonged surge for two to three years as development cycles adapt to the capabilities and consumer reception of the new software.

  3. Used game/product sales, interestingly, grow and become more profitable through the refresh phase as gamers seek to trade in their older generation hardware/software to earn credit against the new. The margin improvement is indicative of GME’s ability to extract greater share of the salvage value from gamers as perceived obsolescence leads to more price compromises on the gamer’s part.

Industry watchers who were tolling the death knell of physical formats were probably surprised by NPD’s May 2014 statistics in which gamers spent $274 million on physical software—20% more than April and 57% more than prior year. The industry pipeline for new titles is expected to be considerably stronger next year and it appears that none of these major titles are being marketed as all-digital formats.

Indeed, the console cycle’s sophomore expansion of new game supply is generally consistent with the prior game cycle. A prolonged new game cycle suggests a likely second wind for the used game refresh as gamers work through the launch year supply before turning their attention (and trade-in credits) elsewhere.

In terms of distribution, GameStop’s highest-spending gamers tend to be in smaller cities like Huntington, New York, or Laredo, Texas. Above is a map of Huntington with the locations of video game retailers relative to one another and the city center. GameStop has four stores within a 14.5-mile perimeter right outside the official border of Huntington and across the East Jericho Turnpike. World Gamer Nation (or WGN) and Play N Trade both have superior locations but lack the footprint and larger scale of GME; WGN is a single store and Play N Trade appears to be a sub-$50 million business with just over 100 stores nationwide.