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GameStop

  • Gaming retailer to shutter stores this year as sales drop

    Online gaming is taking its toll on GameStop in a big way.   The retailer said that its video game category was weak, particularly in the second half of the year. This challenge, combined with shoppers’ attraction to online gaming, contributed to a total global sales decrease of 13.6% to $3.05 billion for the fourth quarter ended January 28, 2017.   The company earned $208.7 million, in the fourth quarter, compared with profits of $247.8 million for the same period a year ago.  
  • Exclusive Q&A: GameStop talks strategy

    In an era when gamers want new releases in their hands as quickly as possible, GameStop is changing the rules.   The gaming retailer calls its updated strategy a “new moment of truth.” Described as the gap between when a consumer purchases merchandise and actually receives it, this timing can truly make or break the chain’s reputation going forward — especially as digital retailing increases customer expectations.  
  • GameStop Q2 sales fall

    GameStop Corp.’s revenue fell short of expectations in the second quarter as a lack of new game titles cut into its core business.   Sales fell 7.4% to $1.63 billion in the quarter ended July 30. Same-store sales fell 10.6 %.    Net income rose 10% to $27.9 million, in line with Wall Street projections.  
  • GameStop adds 507 stores with acquisition

    GameStop Corp. has acquired three AT&T mobility banners, which will add 507 wireless units to its global base of stores. The purchase price wasn’t disclosed.  
  • GameStop goes seamless with geeky ‘loot’

    Even geeks appreciate the convenience and hands-on experience of visiting a physical store.   Recognizing the continuing popularity of brick-and-mortar, specialty video game retailer GameStop Corp. has been extending its pure-play ThinkGeek banner into physical stores. GameStop purchased ThinkGeek parent company GeekNet Inc. in 2015. ThinkGeek specializes in selling “loot,” or collectible items and memorabilia, rather than video games.  
  • Fulfilling the Potential of the Store

    At first glance, hardware cooperative Ace Hardware Corp. and video game chain GameStop Corp. are two retailers with little in common. However, both are leveraging their physical stores as fulfillment points for omnichannel purchases.

    Ace is the place with in-store pickup

    Oak Brook, Illinois-based Ace Hardware Corp. operates more than 4,400 stores and a distribution network of 14 retail support centers (RSCs) across the U.S. The company leverages this physical footprint to help meet the needs of online shoppers.

  • GameStop emerges victorious from transitional 2015

    GameStop's efforts to generate growth by diversifying its business model worked well in 2015, as the video game retailer posted its third straight year of positive comps.

  • GameStop partners with Autism Speaks for Autism Awareness Month

    GameStop Corp. is launching an omnichannel campaign to raise funds for a cause that is near and dear to the hearts of many of the retailer's customers.

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