Modern MBA

Case study — Retail & brands · 14 min read · 5 questions

Why GameStop failed

The thesis

GameStop's dominance is usually credited to buy-sell-trade, and that gets the causation backwards. The model worked because of the domain it ran in. When gaming was niche, GameStop was the only retailer that specialized in it — Best Buy, Walmart, Toys R Us and Blockbuster each gave games an aisle — and it turned that into 3,500 US stores, four times Abercrombie's count and five times Best Buy's, in boxes averaging 1,500 square feet.

The engine was the pre-owned disc, which was a perpetuity. Buy a game back for $5, resell it at $18, and do it again for every owner the disc has, at 47% gross margins against 6% on new consoles and 21% on new software. Then the publishers worked out how to end it: broadband made digital delivery viable, the App Store showed them what a storefront of their own was worth, and multiplayer-first titles with DLC and DRM made a copy non-transferable. Vendors will cut out a middleman the moment they can, however much that middleman built their growth.

GameStop saw it coming and drew the wrong conclusion. Believing the model was the asset rather than the domain, it spent over $610 million buying businesses that were all equally fragile middlemen — AT&T resellers, an Apple reseller, and a Flash game portal acquired two months after Steve Jobs announced Flash would never run on iOS. At its peak that wireless empire was 9% of revenue. All of it was sold by 2019. The present bet is an NFT marketplace competing with hundreds of others on fees, which is the same commoditization again, in software.

How do you think about this? 5 strategy questions this case raises and does not answer.
Read the comments, or add yours

The statistics

47% vs 6%Gross margin on pre-owned games against new consoles
$610MSpent on non-gaming retailers that peaked at 9% of revenue
$1.45M → $1.34MAnnual sales of the average store, 2012 against 2022

By the numbers — swipe or use arrows

01More stores than Toys R Us, Best Buy and Abercrombie combinedUS store count in 2006 against the leading brick-and-mortar brands of the period. Only Starbucks had more locations than the shop that sold one thing.
More stores than Toys R Us, Best Buy and Abercrombie combined — Why GameStop failed02,0004,0006,0008,0007,102Starbucks3,624GameStop930Abercrombie & Fitch750Best Buy671Toys R UsModern MBA
View data
US store count in 2006 against the leading brick-and-mortar brands of the period
Counts
Starbucks7,102
GameStop3,624
Abercrombie & Fitch930
Best Buy750
Toys R Us671

Source: Modern MBA, “Why GameStop failed”, published . Cite this chart · Sources

02And it was still opening themStore count during the golden era. The US estate grew a quarter and the international one more than doubled, from 866 stores to 2,177.
And it was still opening them — Why GameStop failed01,0002,0003,0004,0005,0003,62486620063,79997920074,0611,20320084,3311,87620094,4292,02120104,5362,13420114,4252,1772012UNITED STATESINTERNATIONALModern MBA
View data
Store count during the golden era
United StatesInternational
20063,624866
20073,799979
20084,0611,203
20094,3311,876
20104,4292,021
20114,5362,134
20124,4252,177

Source: Modern MBA, “Why GameStop failed”, published . Cite this chart · Sources

03Revenue tripled in six yearsAnnual revenue through the golden era of gaming. $3.09B in 2006 to $9.55B by 2012, as the category went from niche hobby to mainstream entertainment.
Revenue tripled in six years — Why GameStop failed$0.00B$2.50B$5.00B$7.50B$10.00B$3.09B2006$5.32B2007$7.09B2008$8.81B2009$9.08B2010$9.47B2011$9.55B2012Modern MBA
View data
Annual revenue through the golden era of gaming
US dollars
2006$3.09B
2007$5.32B
2008$7.09B
2009$8.81B
2010$9.08B
2011$9.47B
2012$9.55B

Source: Modern MBA, “Why GameStop failed”, published . Cite this chart · Sources

04A used disc sold for less than half a new oneAverage retail price of new against pre-owned titles. The pre-owned line barely moved in seven years, because the customer buying it is the one who waited.
A used disc sold for less than half a new one — Why GameStop failed$0$10$20$30$40$50$34$132006$36$142007$42$162008$41$182009$43$182010$42$162011$39$182012NEW TITLESPRE-OWNED TITLESModern MBA
View data
Average retail price of new against pre-owned titles
New titlesPre-owned titles
2006$34$13
2007$36$14
2008$42$16
2009$41$18
2010$43$18
2011$42$16
2012$39$18

Source: Modern MBA, “Why GameStop failed”, published . Cite this chart · Sources

05Pre-owned grew six times overSales of new titles against pre-owned. Used went from $403M in 2004 to $2.62B by 2012, at double the margin of anything else in the store.
Pre-owned grew six times over — Why GameStop failed$0M$1,000M$2,000M$3,000M$4,000M$5,000M$647M$403M2004$776M$512M2005$1,244M$808M2006$2,012M$1,316M2007$2,800M$1,586M2008$3,685M$2,026M2009$3,730M$2,394M2010$3,968M$2,496M2011$4,048M$2,620M2012NEW TITLESPRE-OWNEDModern MBA
View data
Sales of new titles against pre-owned
New titlesPre-owned
2004$647M$403M
2005$776M$512M
2006$1,244M$808M
2007$2,012M$1,316M
2008$2,800M$1,586M
2009$3,685M$2,026M
2010$3,730M$2,394M
2011$3,968M$2,496M
2012$4,048M$2,620M

Source: Modern MBA, “Why GameStop failed”, published . Cite this chart · Sources

06The whole company rested on one of these three barsGross margin by segment. Consoles cleared 7%, new software 21%, and pre-owned held between 45 and 50% for nine straight years.
The whole company rested on one of these three bars — Why GameStop failed0%20%40%60%5%20%45%20044%20%45%20056%21%47%20067%21%50%20077%21%49%20086%21%48%20097%21%47%20107%21%46%20117%21%47%2012NEW CONSOLESNEW TITLESPRE-OWNEDModern MBA
View data
Gross margin by segment
New consolesNew titlesPre-owned
20045%20%45%
20054%20%45%
20066%21%47%
20077%21%50%
20087%21%49%
20096%21%48%
20107%21%47%
20117%21%46%
20127%21%47%

Source: Modern MBA, “Why GameStop failed”, published . Cite this chart · Sources

07Which still only bought a 7% operating marginGross and operating margin through the golden era. Even at its most dominant, retailing a $60 game left GameStop six or seven cents on the dollar.
Which still only bought a 7% operating margin — Why GameStop failed0%10%20%30%28%6%200628%6%200726%7%200826%8%200927%7%201027%7%201128%6%2012GROSS MARGINOPERATING MARGINModern MBA
View data
Gross and operating margin through the golden era
Gross marginOperating margin
200628%6%
200728%6%
200826%7%
200926%8%
201027%7%
201127%7%
201228%6%

Source: Modern MBA, “Why GameStop failed”, published . Cite this chart · Sources

08The gross margin held all the way downGross and operating margin through the era of struggle. Gross stayed near 29% while operating collapsed to −8% — the problem was never the mark-up.
The gross margin held all the way down — Why GameStop failed−20%0%20%40%30%0%201329%6%201429%6%201529%7%201631%6%201729%5%201828%−8%2019GROSS MARGINOPERATING MARGINModern MBA
View data
Gross and operating margin through the era of struggle
Gross marginOperating margin
201330%0%
201429%6%
201529%6%
201629%7%
201731%6%
201829%5%
201928%−8%

Source: Modern MBA, “Why GameStop failed”, published . Cite this chart · Sources

09The escape plan grew fastCombined revenue of the Apple and AT&T subsidiaries. $303M to $814M in three years — real growth, in businesses with the same middleman problem.
The escape plan grew fast — Why GameStop failed$0M$250M$500M$750M$1,000M$303M2014$534M2015$814M2016$803M2017Modern MBA
View data
Combined revenue of the Apple and AT&T subsidiaries
US dollars
2014$303M
2015$534M
2016$814M
2017$803M

Source: Modern MBA, “Why GameStop failed”, published . Cite this chart · Sources

10Bought, not builtCombined locations of those subsidiaries. 218 to 1,522 in three years is not organic growth; it is a $400M cash purchase of two AT&T resellers.
Bought, not built — Why GameStop failed05001,0001,5002,000218201348420141,03620151,52220161,3772017Modern MBA
View data
Combined locations of those subsidiaries
Counts
2013218
2014484
20151,036
20161,522
20171,377

Source: Modern MBA, “Why GameStop failed”, published . Cite this chart · Sources

11And it never got past a tenth of the businessShare of revenue by line. The goal was half of operating earnings from outside gaming; mobile and consumer electronics peaked at 9.5%.
And it never got past a tenth of the business — Why GameStop failed0%25%50%75%100%86%5%3.3%201479%3%5.7%201574%6%9.5%201673%7%8.7%2017NEW & PRE-OWNED GAMESCOLLECTIBLESMOBILE & CONSUMER ELECTRONICSModern MBA
View data
Share of revenue by line
New & pre-owned gamesCollectiblesMobile & consumer electronics
201486%5%3.3%
201579%3%5.7%
201674%6%9.5%
201773%7%8.7%

Source: Modern MBA, “Why GameStop failed”, published . Cite this chart · Sources

12Back to gaming alone, at two thirds the sizeRevenue after every non-gaming division was sold. $8.55B in 2018 against $5.93B in 2022, on a business the publishers have spent a decade routing around.
Back to gaming alone, at two thirds the size — Why GameStop failed$0.00B$2.50B$5.00B$7.50B$10.00B$7.97B2017$8.55B2018$8.29B2019$5.09B2020$6.01B2021$5.93B2022Modern MBA
View data
Revenue after every non-gaming division was sold
US dollars
2017$7.97B
2018$8.55B
2019$8.29B
2020$5.09B
2021$6.01B
2022$5.93B

Source: Modern MBA, “Why GameStop failed”, published . Cite this chart · Sources

13The average store takes less than it did in 2008Annual sales per location. $1,446,607 at the 2012 peak against $1,343,123 in 2022 — and that is before adjusting for fourteen years of inflation.
The average store takes less than it did in 2008 — Why GameStop failed$0$500,000$1,000,000$1,500,000$688,5932006$1,113,2062007$1,347,6372008$1,418,7042009$1,407,4412010$1,420,3452011$1,446,6072012$1,089,8932020$1,314,3892021$1,343,1232022Modern MBA
View data
Annual sales per location
US dollars
2006$688,593
2007$1,113,206
2008$1,347,637
2009$1,418,704
2010$1,407,441
2011$1,420,345
2012$1,446,607
2020$1,089,893
2021$1,314,389
2022$1,343,123

Source: Modern MBA, “Why GameStop failed”, published . Cite this chart · Sources

01 / 13

Store counts by region, revenue and gross profit by segment, average sales per location, and acquisition and divestiture terms from GameStop Corp. annual reports and 10-K filings, 2004 through 2022; average new and pre-owned software pricing as reported by the company; the Flash deprecation timeline from Apple's and Adobe's own announcements; NFT marketplace trading volumes and fee structures as reported by the exchanges

Key takeaways

01

Specialization was the whole advantage. Before e-commerce, buying a game meant Best Buy, Circuit City, Walmart, Toys R Us, Blockbuster or a local shop — and at every one of them games were one aisle. GameStop carried the newest titles, the consoles, the largest used collection, a trade-in counter and a direct line into the industry.

02

The scale that produced was absurd. Over 3,500 US locations by the mid-2000s and 4,400 by the early 2010s — four times Abercrombie and five times Toys R Us and Best Buy, and about half as many stores as Starbucks had in America. Overseas it went from 866 stores in 2006 to 2,177 by 2012.

03

It scaled because the box was tiny. The average store was roughly 1,500 square feet — smaller than a tennis court, smaller than a Starbucks, about the size of a Subway — needing four walls, a roof, air conditioning and electricity, so it fitted cheaply into strip malls and shopping centers anywhere in the world.

04

The trade-in program was a known ripoff and used anyway. GameStop offered $3 to $5 in credit or cash for a game and put the same disc back on the shelf at $15 to $30 the next day. Driving across town for a better offer was not worth the trouble, eBay and Craigslist meant handling shipping and payment on every title, and no big-box retailer thought pre-owned was worth the hassle.

05

The pre-owned disc was a perpetuity. No matter how many owners a title passed through, as long as the disc worked there was another margin to take on every exchange. New titles averaged $41 and pre-owned $18 — on games bought back for $5.

06

The business monetized both ends of the adoption curve. Sell the newest hardware to early adopters, repossess the previous generation through trade-in at rock-bottom prices, then resell that same hardware and software at a markup to the budget-conscious majority arriving late.

07

It was a promoter as well as a retailer. GameStop owned Game Informer, a subscription magazine that was one of the few places to find gaming coverage in the print era, and sold ad space in it and in its stores to publishers, studios and manufacturers. Its reach made it a partner every publisher wanted to stay on the right side of — worth higher allocations of new consoles and titles, plus price protections and return privileges other retailers did not get.

08

The golden era did the rest. Revenue rose 200% from $3 billion to $9.5 billion in six years as gaming went mainstream, and the average store went from $688,000 a year in 2006 to $1.44 million by 2012 — a 110% increase per location.

09

But retailing is a thin business at every layer. New consoles were a $1 billion line by 2010 at 6% gross margin, because everyone from Nintendo to GameStop wants the hardware barrier as low as possible. New software averaged 41% of revenue at 21% gross margin — of a $60 game, about $15 reached the retailer. Only pre-owned cleared 47%, and it was what pulled company gross margin to 27-28% and operating margin to 6-8%.

10

Three shifts ended it, and none of them were about GameStop. Broadband replaced physical distribution with digital delivery. The iPhone and the App Store absorbed casual handheld gaming and handed publishers the blueprint for a storefront of their own. And single-player titles gave way to multiplayer-first games with longer lifespans, post-launch DLC monetization, and DRM that made each copy non-transferable — which is what actually killed resale.

11

GameStop's response inside gaming was as good as it could be. It sold physical prepaid Xbox Live and PSN cards and DLC codes for customers paying in cash or store credit, and claimed to be *"the only significant brick and mortar retail seller of DLC."* Filling cracks in someone else's storefront is not a strategy.

12

The diversification is where the real damage was done. Every business it bought to reduce reliance on gaming was an equally fragile middleman facing the same consolidation: Kongregate in 2010, Spawn Labs in 2011, Simply Mac for $10M in 2012, Spring Mobile for $60M in 2013, ThinkGeek for $140M in 2015, and Cellular World and Red Sky Wireless for $400M in cash in 2016.

13

The Kongregate purchase was indefensible at the time, not just in hindsight. Two months before the deal, Steve Jobs published an open letter saying Flash would never be supported on iOS. GameStop bought a desktop Flash game portal anyway; one year later Adobe put Flash on maintenance and killed it on Android, taking browser games with it.

14

Spawn Labs is the other one that stings. GameStop bought a game-streaming startup in 2011, the same year Twitch was founded, abandoned it in 2014 with a $20 million write-off citing *"lack of consumer demand for video game streaming services"* — the same year Amazon bought Twitch for nearly a billion dollars in cash.

15

It worked, and it did not matter. Simply Mac and Spring Mobile grew from $300M to $800M combined and from 200 to over 1,300 locations in four years, and the stated goal was that 50% or more of operating earnings would come from outside gaming. Wireless peaked at 9% of revenue. By 2019 Simply Mac, Kongregate, Cricket Wireless and the entire AT&T division were sold, roughly at one times annual revenue, and the company was on its fifth CEO in two years.

16

The present bet is the same mistake in a new medium. Revenue is back to gaming alone at $5-6 billion, the average store takes about $1.3 million — less than a decade earlier before adjusting for inflation — and reporting has been collapsed into software, hardware and collectibles so the NFT marketplace cannot be evaluated separately. That marketplace competes with hundreds of exchanges where Blur overtook OpenSea by cutting fees to zero. Software commoditizes exactly like retail does.

Common questions

Why did GameStop fail?

Because its suppliers took back the margin it had been earning as a middleman. GameStop's profits came from pre-owned discs at 47% gross margins, which only works if a game can be resold. Broadband made digital delivery practical, the App Store showed publishers what owning a storefront was worth, and multiplayer-first titles brought DLC and DRM that made each copy non-transferable. None of that was aimed at GameStop specifically — it is simply what vendors do once they can reach the customer directly and keep the whole price.

How did GameStop make money on used games?

By buying low and reselling the same disc repeatedly. It paid $3 to $5 in cash or store credit for a trade-in and put the disc back on the shelf the next day at $15 to $30 — pre-owned titles averaged $18 against $41 for new. Because a working disc can be resold to every subsequent owner, each one produced another margin, which made pre-owned a 47% gross margin business against 6% on new consoles and 21% on new software. It was also what lifted company-wide gross margin to 27-28%.

How many stores did GameStop have?

Over 3,500 in the United States by the mid-2000s, rising to about 4,400 by the early 2010s, plus international growth from 8 stores across Australia, Canada and Europe in 2006 to more than 2,000 by 2012. For scale, that was roughly four times as many locations as Abercrombie, five times Toys R Us and Best Buy, and about half as many as Starbucks had in America. The expansion was possible because the average store was only about 1,500 square feet — smaller than a Starbucks.

What companies did GameStop buy?

Kongregate, a Flash browser-game portal, in 2010; Spawn Labs, a game-streaming startup, in 2011; Simply Mac, an Apple reseller, for $10 million in 2012; Spring Mobile, an AT&T reseller, for $60 million in 2013; ThinkGeek for $140 million in 2015; and Cellular World and Red Sky Wireless for $400 million in cash in 2016. The stated goal was for half or more of operating earnings to come from outside gaming. All of it was divested by 2019, roughly at one times annual revenue.

Why did GameStop buy a Flash game company?

It wanted a route into free-to-play and casual gaming, and Kongregate came with 15 million monthly active users and a virtual currency. The problem is that the technology was already dead: two months before the acquisition closed, Steve Jobs published an open letter stating Flash would never be supported on iOS, and Adobe put Flash on maintenance and ended Android support the following year. Mobile was visibly outgrowing desktop at the time, so the acquisition was questionable on the day it was signed rather than only in hindsight.

Is GameStop still profitable?

It is hard to answer from the outside, which is itself part of the answer. Revenue is back to gaming alone at $5 to $6 billion, down from $8 to $9 billion, and the average store takes roughly $1.3 million a year — less than it did a decade earlier, before adjusting for inflation. The company has also stopped breaking out new against pre-owned sales and no longer reports margins by business line, blending everything into software, hardware and collectibles, which makes it impossible to size the NFT marketplace separately.

What is GameStop's NFT marketplace strategy?

It is the company's last large bet, and it runs into the same problem as its retail business. GameStop's exchange is one of hundreds, competing with OpenSea, Blur, Magic Eden and Rarible as well as marketplaces backed by organisations with more reach, including Reddit, NBA Top Shot and NFL All Day. Exchanges first differentiated on the prestige of the collections they attracted, but as collections became available everywhere the competition moved to cost — Blur overtook OpenSea by cutting trading fees to zero and reducing royalties. Software saturates and commoditizes exactly as retail does.

Discussion

  1. GameStop's pre-owned margin depended on a disc being transferable. Was there any version of the company that survives DRM, or was the whole business always on loan from the publishers?

  2. The company spent over $610 million to escape gaming and every target was another middleman. What made that pattern invisible from the inside?

  3. Kongregate was bought two months after Steve Jobs publicly killed Flash on iOS. What has to be true about a deal process for that to still close?

  4. GameStop abandoned game streaming in 2014 as Amazon paid a billion for Twitch. When is 'no consumer demand' a real finding rather than a failure to wait?

  5. Ryan Cohen's plan is an asset-light company with software margins. If NFT exchanges are already competing on fees down to zero, what exactly is the moat this time?

Related case studies