Next generation software sales grew 94% compared to the 2013 holiday
period
Digital receipts increased 43%
Fourth quarter & full year EPS guidance reiterated
GRAPEVINE, Texas--(BUSINESS WIRE)--Jan. 13, 2015--
GameStop Corp. (NYSE: GME), a family of specialty retail brands that
makes the most popular technologies affordable and simple, today
reported sales results for the nine-week holiday period ended January 3,
2015.
Total global sales for the holiday period were $2.94 billion, a 6.7%
decline compared to the 2013 holiday sales period, or -4.0% in constant
currency. Due to the current strength of the U.S. dollar, the company’s
sales were negatively impacted by foreign currency exchange rates as
described in this release.
Total comparable store sales decreased 3.1%, comprised of -3.3% in the
U.S. and -2.7% internationally. By month, November’s comparable store
sales declined 12.0% as the company overlapped last November’s PS4 and
Xbox One console launches, while December’s comparable store sales
increased 4.4%.
Paul Raines, chief executive officer, stated, “During the holiday
period, consumer demand for video games was strong, resulting in new
software sales growth. We expect that trend to continue into the first
quarter. Overall, each of our business units performed well giving us
positive momentum as we look toward 2015.”
New software sales grew 5.8%, or 8.9% in constant currency. The growth
was driven by a 94.4% increase in PS4 and Xbox One software, led by
titles such as Activision’s Call of Duty: Advanced Warfare, Rockstar’s
Grand Theft Auto V and Ubisoft’s Far Cry 4.
Sales of new hardware declined 32.0%, or 29.8% in constant currency. The
decline was primarily attributable to overlapping last year’s new
console launches and lower unit price points this year. Demand for next
generation hardware continues to be strong demonstrated by the 31.3%
increase in units sold in December 2014 compared to December 2013.
The pre-owned/value category decreased 1.3%; however, it increased 1.0%,
+1.3% in the U.S. and flat internationally, in constant currency.
Sales in the mobile & consumer electronics category increased 28.0%, or
28.6% in constant currency. The growth was driven by a 75.8% rise in
Technology Brands revenues.
Non-GAAP digital receipts increased 42.8%, or 46.4% in constant
currency, to $296.6 million, or $53.2 million of sales on a GAAP basis.
The increase was driven primarily by console digital sales, which grew
more than 50% compared to the prior year period.
Capital Allocation Update
During the holiday period, GameStop repurchased 1.23 million shares of
common stock at an average price of $38.62, or $47.5 million worth of
stock. As of the end of the holiday period, the company had
approximately $461.5 million remaining of its current share repurchase
authorization.
Guidance Update
Based on the holiday sales results, GameStop is reiterating its
previously announced fourth quarter and full year earnings per share
guidance ranges of $2.08 to $2.24 and $3.40 to $3.55, respectively.
GameStop now expects comparable store sales for the fourth quarter and
the full year to range from -2.5% to -1.0% and 3.0% to 4.0%,
respectively.
About GameStop
GameStop Corp. (NYSE: GME), a Fortune 500 and S&P 500 company
headquartered in Grapevine, Texas, is a global, multichannel video game,
consumer electronics and wireless services retailer. GameStop operates
more than 6,600 stores across 14 countries. The company’s consumer
product network also includes www.gamestop.com;
www.Kongregate.com,
a leading browser-based game site; Game Informer® magazine, the
world’s leading print and digital video game publication; and www.buymytronics.com,
an online consumer electronics trade-in platform. In addition, our
Technology Brands segment includes our Simply Mac, Spring Mobile and
Cricket stores. Simply Mac, www.simplymac.com,
operates 60 stores, selling the full line of Apple products, including
laptops, tablets, and smartphones and offering Apple certified warranty
and repair services. Spring Mobile, http://springmobile.com,
sells post-paid AT&T services and wireless products through its 358 AT&T
branded stores. Cricket Wireless, www.cricketwireless.com,
offers pre-paid wireless services, devices and related accessories. We
operate 63 Cricket stores in select markets throughout the United States.
General information about 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.
Non-GAAP Measures
As a supplement to our financial results presented in accordance with
U.S. generally accepted accounting principles (GAAP), GameStop uses
certain non-GAAP measures, such as digital receipts and constant
currency, to provide a clearer perspective of the current operating
performance of the company. GameStop defines digital receipts as the
full amount paid by the customer for digital content at the time of sale
and/or the value attributed to digital content when physical and digital
products are sold combined. Results reported as constant currency
exclude the impact of fluctuations in foreign currency exchange rates by
converting our local currency financial results using the prior period
exchange rates and comparing these adjusted amounts to our current
period reported results. Our definition and calculation of constant
currency information may differ from that of other companies. Non-GAAP
financial measures should be viewed in addition to, and not as an
alternative for, the company's reported GAAP financial results.
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 2014, 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 and consumer
demand for new and pre-owned video game titles; the risks associated
with international operations, wireless industry 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 Feb. 1,
2014 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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Jan. 3, 2015
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Jan. 4, 2014
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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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Net Sales (in millions):
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New video game hardware
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$
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713.0
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24.2
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%
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$
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1,048.2
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33.3
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%
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New video game software
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1,143.0
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38.9
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%
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1,080.4
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34.3
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%
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Pre-owned and value video game products
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560.0
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19.0
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%
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567.3
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18.0
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%
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Video game accessories
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216.7
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7.4
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%
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204.7
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6.5
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%
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Digital
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53.2
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1.8
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%
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51.1
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1.6
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%
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Mobile and consumer electronics
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132.1
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4.5
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%
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103.2
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3.3
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%
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Other
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122.4
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4.2
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%
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95.0
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3.0
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%
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Total
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$
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2,940.4
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100.0
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%
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$
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3,149.9
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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