As Parents Seek to Stretch Entertainment Budget, Simple Family Pleasures Will Dominate Summer
GRAPEVINE, Texas--(BUSINESS WIRE)--Jun. 23, 2009--
Although many families plan to continue watching their budgets this
summer, family fun still remains a top priority, according to a survey
commissioned by GameStop (NYSE: GME), the world’s largest retailer of
video games and systems, and conducted by Harris Interactive®.
Four in five American families are planning to scale back on summer
leisure activities, but parents confirmed that quality time together
will play a major role in their decisions on how to wisely spend their
dollars.
For example, the vast majority of parents who are planning to cut back
on costly leisure activities this summer are planning to do something
else instead. This includes turning to simple indulgences like eating
ice cream together (62 percent) or sharing meals at home together (47
percent), and one in three (34 percent) expect to play video games
together with their kids. Some of the leisure activities those families
expect to scale back this summer include:
-
eating out (66 percent)
-
trips to theme parks or other attractions (46 percent)
-
small vacations (43 percent)
-
going to the movies (38 percent)
Parents who plan to do something else instead say popular and less
expensive alternatives will include:
-
going to free community events (63 percent)
-
day trips (51 percent)
-
playing video games together (34 percent)
-
hiking/biking (31 percent)
For budget-conscious families (e.g., trying to stretch their dollar),
the majority (87 percent) are taking advantage of coupons; two in three
(64 percent) are shopping only during sales and one in four (25 percent)
are looking to stores’ trade-in programs where they can save on new,
used or refurbished goods.
“Quality family time does not need to be accompanied by a high price
tag,” said Hillary Mendelsohn, Founder and President of thepurplebook:
The Definitive Guide to Exceptional Online Shopping. “As a smart
shopper and a mom, I appreciate GameStop’s trade-in program, which lets
families convert old games into currency to be used for purchasing new
titles. Not only does it help make the most of a family’s entertainment
budget, but it also helps teach kids important lessons about managing
money and making it go farther.” In fact, in 2008, GameStop returned
millions of dollars to consumers that were used for obtaining new and
pre-owned titles and hardware systems.
“We appreciate that American families are taking a close look at their
spending this summer, and are pleased that GameStop is able to be a
budget-friendly destination for entertainment that is as economical as
it is fun,” said Paul Raines, Chief Operating Officer for GameStop.
Just in time for summer, GameStop is launching its Family Night In
program, which is designed to help families maximize their entertainment
budgets with special summer value offers and other incentives to
customers who make their purchases on summer Tuesdays from June 23 to
September 1. Visit www.gamestop.com/familynightin
for more details.
About GameStop Corp.
Headquartered in Grapevine, TX, GameStop Corp., a Fortune 500 and S&P
500 company, is the world's largest video game and entertainment
software retailer. The company operates 6,244 retail stores in 17
countries worldwide. The company also operates an e-commerce site,
GameStop.com, and publishes Game Informer(R) magazine, a leading
multi-platform video game publication. GameStop Corp. sells new and used
video game software, hardware and accessories for video game systems
from Sony, Nintendo, and Microsoft. In addition, the company sells PC
entertainment software, related accessories and other merchandise.
General information on GameStop Corp. can be obtained at the company's
corporate website: http://www.gamestopcorp.com.
About The Survey
The survey was conducted online within the United States by Harris
Interactive on behalf of GameStop Corp. between May 14 and May 18, 2009
among 2,416 adults ages 18 and older, of whom, 639 are the parent/legal
guardian of a child/children living at home with them under the age of
18. Results were weighted as needed to reflect the composition of the
U.S. population of adults aged 18+ using targets for region, age within
gender, education, household income, race/ethnicity, and propensity to
be online. This online survey is not based on a probability sample and
therefore no estimate of theoretical sampling error can be calculated.
For complete survey results and methodology please contact zrivera@maloneyfox.com.
Source: GameStop
Chris Olivera
VP, Corporate Communications/Public Affairs
GameStop
Corp.
(817) 722-7253
or
Beth Sharum
Manager,
Corporate Communications
GameStop Corp.
(817) 722-7281