Successful Wii U launch, strong digital & mobile growth, offset by
lower store traffic
Company narrows Q4 guidance range
GRAPEVINE, Texas--(BUSINESS WIRE)--Jan. 8, 2013--
GameStop Corp. (NYSE: GME), the world’s largest multichannel video game
retailer, today reported sales results for the nine-week holiday period
ended Dec. 29, 2012.
Total global sales for the period were $2.88 billion, a 4.6% decrease
compared to the 2011 holiday sales period. Total comparable store sales
decreased 4.4%, with U.S. comps of -3.5% and international comps of
-6.4%. Based on the holiday sales results, GameStop is narrowing its
comparable store sales range for the fourth quarter to -7.0% to -4.0%
and the full year to -9.0% to -7.5%.
“GameStop experienced mixed results during the holiday selling period.
Our successful Wii U launch, strong digital growth and continued
momentum in the mobile space were countered by a decline in store
traffic,” said Paul Raines, chief executive officer. “As a result,
GameStop expects its fourth quarter 2012 earnings per share results to
be at the low end of its current guidance range. Our strong market share
positions us well for the future, and we look forward to new product
launches in 2013.”
For the holiday period, new hardware sales decreased 2.7%, including the
sale of 320,000 Nintendo Wii U units worldwide. Sales of new video game
software decreased 5.1% as frontline title releases could not offset a
decline in overall store traffic. The pre-owned category declined 15.6%
as limited inventory due to fewer new titles released throughout 2012
and less promotional activity negatively impacted sales compared to last
year.
Digital receipts increased more than 40.0%, while sales in the mobile
business were $76.5 million during the holiday period and have exceeded
$160 million year-to-date. Additionally, global e-commerce sales
improved 20.5% compared to the 2011 holiday period.
Share Repurchase Update
During the holiday period, GameStop repurchased 458,000 shares of common
stock at an average price of $25.51, or $11.7 million worth of stock. As
of the end of the holiday period, the company has approximately $488.3
million remaining of its current share repurchase authorization.
About GameStop
GameStop Corp. (NYSE: GME), a Fortune 500 and S&P 500 company
headquartered in Grapevine, Texas, is the world's largest multichannel
video game retailer. GameStop's retail network and family of brands
include 6,650 company-operated stores in 15 countries worldwide and
online at www.GameStop.com.
The network also includes: www.Kongregate.com,
a leading browser-based game site; Game Informer(R) magazine, the
leading multi-platform video game publication; Spawn Labs, a streaming
technology company; and a digital PC game distribution platform
available at http://www.GameStop.com/PC.
General information on GameStop Corp. can be obtained at the company's
corporate website. Follow GameStop on Twitter @ www.twitter.com/GameStop
and find GameStop on Facebook @ www.facebook.com/GameStop.
Safe Harbor
This press release contains forward-looking statements within the
meaning of the Private Securities Litigation Reform Act of 1995. Such
statements may include, but are not limited to, the outlook for the
fourth quarter and fiscal 2012, future financial and operating results,
projected store openings, the company's plans, objectives, expectations
and intentions, and other statements that are not historical facts. Such
statements are based upon the current beliefs and expectations of
GameStop's management and are subject to significant risks and
uncertainties. Actual results may differ from those set forth in the
forward-looking statements. GameStop undertakes no obligation to
publicly update or revise any forward-looking statements. The following
factors, among others, could cause actual results to differ from those
set forth in the forward-looking statements: the inability to obtain
sufficient quantities of product to meet consumer demand, including
console hardware and accessories; the timing of release of video game
titles for current generation consoles; the launch of next generation
consoles and the features of such consoles; the cyclical nature of the
video game industry; the risks associated with international operations
and the integration of acquisitions; the impact of increased competition
and changing technology in the video game industry, including browser
and mobile games and alternative methods of distribution; and economic,
regulatory and other events, including litigation, that could reduce or
impact consumer demand or affect the company’s business. Additional
factors that could cause GameStop's results to differ materially from
those described in the forward-looking statements can be found in
GameStop's Annual Report on Form 10-K for the fiscal year ended Jan. 28,
2012 filed with the SEC and available at the SEC's Internet site at http://www.sec.gov
or http://investor.GameStop.com.
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Schedule I
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GameStop Corp.
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Sales Mix
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9 Weeks Ended
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9 Weeks Ended
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Dec. 29, 2012
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Dec. 31, 2011
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Percent
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Percent
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Sales
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of Total
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Sales
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of Total
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Sales (in millions):
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New video game hardware
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$
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524.5
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18.2
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%
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$
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538.9
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17.8
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%
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New video game software
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1,393.9
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48.4
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%
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1,469.2
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48.7
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%
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Used video game products
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530.0
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18.4
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%
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627.9
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20.8
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%
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Other
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433.0
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15.0
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%
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383.1
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12.7
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%
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Total
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$
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2,881.4
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100.0
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%
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$
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3,019.1
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100.0
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%
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Source: GameStop Corp.
Matt Hodges
VP, Public & Investor Relations
GameStop Corp.
817-424-2130