Welcome!

Wearables Authors: Yeshim Deniz, Pat Romanski, Zakia Bouachraoui, Elizabeth White, Liz McMillan

News Feed Item

GameStop Reports Second Quarter 2014 Results

GameStop Corp. (NYSE: GME), a family of specialty retail brands that makes the most popular technologies affordable and simple, today reported sales and earnings for the second quarter ended August 2, 2014.

Second Quarter Results

Total global sales for the second quarter of 2014 were $1.73 billion, a 25.1% increase compared to $1.38 billion in the prior year quarter. Consolidated comparable store sales increased 21.9%.

During the quarter, new hardware sales increased 124.8%, as worldwide demand for Microsoft’s Xbox One and Sony’s PlayStation 4 remains very high. New software sales grew 15.6% driven by the strong performance of recently released new titles, such as Ubisoft’s Watch Dogs and Nintendo’s Mario Kart 8. Each of these categories outperformed the overall market, leading to 200 basis points of total market share gain. The pre-owned/value category saw positive growth, +5.5%, for the second consecutive quarter.

Sales in the mobile & consumer electronics category rose 85.1%, led by the ongoing expansion and strong results of Spring Mobile and Simply Mac. The Technology Brands segment contributed 19% of the company’s second quarter’s operating profit.

Non-GAAP digital receipts increased 17.6% to $179.2 million, or $52.3 million of sales on a GAAP basis, led by strong platform currency, mobile and global Steam Wallet sales.

Global multichannel sales (mobile, web-in-store, pick-up at store, ecommerce) advanced 49.3% as customers utilized all of the channels GameStop offers to purchase video gaming and mobile electronic products.

GameStop’s net earnings for the second quarter were $24.6 million, a 134.3% increase compared to net earnings of $10.5 million in the prior year quarter. Diluted earnings per share were $0.22, a 144.4% increase compared to diluted earnings per share of $0.09 in the prior year quarter.

“The second quarter demonstrates the power of the new console cycle and all of our business units, including Technology Brands, positively contributing to the company’s sales and profits,” stated Rob Lloyd, chief financial officer. “The back half of the year is filled with exciting games and products coming to market and I am confident that we are prepared to capitalize on these opportunities.”

Capital Allocation Update

During the second quarter of 2014, the company repurchased 1.90 million shares at an average price of $39.67, or $75.5 million of stock. There is now $329.4 million remaining on the existing repurchase authorization.

GameStop’s board of directors also declared a quarterly cash dividend of $0.33 per common share payable on September 16, 2014, to shareholders of record as of the close of business on September 3, 2014.

Earnings Guidance

For the third quarter of fiscal 2014, GameStop expects comparable store sales to range from +1.0% to +5.0%.

Diluted earnings per share are expected to range from $0.58 to $0.64, representing flat to +10.3% growth over the prior year quarter.

For fiscal year 2014, the company is maintaining its previously announced full year diluted earnings per share guidance range of $3.40 to $3.70. Full year comparable store sales are expected to range from +6.0% to +12.0%.

Note: Current guidance only includes the effect of the shares repurchased thus far in fiscal 2014.

Conference Call Information

A conference call with GameStop Corp.’s management is scheduled for August 21, 2014 at 4:00 p.m. CDT to discuss the company’s financial results. The phone number for the call is 1-888-208-1507 and the pass code is 8853550. This call can also be accessed at GameStop Corp.’s investor relations home page at http://investor.GameStop.com/. The conference call will be archived for two months on GameStop’s corporate website.

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 15 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 33 stores, selling the full line of Apple products, including laptops, tablets, 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 238 AT&T branded stores. Cricket Wireless, www.cricketwireless.com, is a new AT&T brand offering pre-paid wireless services, devices and related accessories. We operate 48 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, 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. 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 third 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 of video game titles for current generation consoles; 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.

 
 
GameStop Corp.
Condensed Consolidated Statements of Operations
(in millions, except per share data)
(unaudited)
       
13 weeks 13 weeks
ended ended
Aug 2, 2014 Aug 3, 2013
 
Net sales $ 1,731.4 $ 1,383.7
Cost of sales   1,180.5     902.3  
 
Gross profit 550.9 481.4
 
Selling, general and administrative
expenses 475.4 421.6
Depreciation and amortization   38.8     41.0  
 
Operating earnings 36.7 18.8
 
Interest expense, net   1.1     1.3  
 
 
Earnings before income tax expense 35.6 17.5
 
Income tax expense   11.0     7.0  
 
Net income $ 24.6   $ 10.5  
 
Net income per common share:
Basic $ 0.22 $ 0.09
Diluted $ 0.22 $ 0.09
 
Dividends per common share $ 0.33 $ 0.275
 
Weighted average common shares
outstanding:
Basic 113.6 117.9
Diluted 114.3 119.2
 
 
 

Percentage of Net Sales:

 
Net sales 100.0 % 100.0 %
Cost of sales   68.2 %   65.2 %
 
Gross profit 31.8 % 34.8 %
 
Selling, general and administrative
expenses 27.5 % 30.5 %
Depreciation and amortization   2.2 %   2.9 %
 
Operating earnings 2.1 % 1.4 %
 
Interest expense, net   0.1 %   0.1 %
 
 
Earnings before income tax expense 2.0 % 1.3 %
 
Income tax expense   0.6 %   0.5 %
 
Net income   1.4 %   0.8 %

 
 
GameStop Corp.
Condensed Consolidated Statements of Operations
(in millions, except per share data)
(unaudited)
       
26 weeks 26 weeks
ended ended
Aug 2, 2014 Aug 3, 2013
 
Net sales $ 3,727.7 $ 3,249.0
Cost of sales   2,550.4     2,189.3  
 
Gross profit 1,177.3 1,059.7
 
Selling, general and administrative
expenses 956.4 870.8
Depreciation and amortization   78.3     82.9  
 
Operating earnings 142.6 106.0
 
Interest expense, net   1.7     2.2  
 
 
Earnings before income tax expense 140.9 103.8
 
Income tax expense   48.3     38.7  
 
Net income $ 92.6   $ 65.1  
 
Net income per common share:
Basic $ 0.81 $ 0.55
Diluted $ 0.80 $ 0.55
 
Dividends per common share $ 0.66 $ 0.55
 
Weighted average common shares
outstanding:
Basic 114.3 118.1
Diluted 115.1 119.3
 
 
 

Percentage of Net Sales:

 
Net sales 100.0 % 100.0 %
Cost of sales   68.4 %   67.4 %
 
Gross profit 31.6 % 32.6 %
 
Selling, general and administrative
expenses 25.7 % 26.8 %
Depreciation and amortization   2.1 %   2.5 %
 
Operating earnings 3.8 % 3.3 %
 
Interest expense, net   0.0 %   0.1 %
 
 
Earnings before income tax expense 3.8 % 3.2 %
 
Income tax expense   1.3 %   1.2 %
 
Net income   2.5 %   2.0 %

 
 
GameStop Corp.
Condensed Consolidated Balance Sheets
(in millions)
(unaudited)
       
Aug 2, Aug 3,
2014 2013
ASSETS:
Current assets:
Cash and cash equivalents $ 193.0 $ 127.4
Receivables, net 91.2 55.7
Merchandise inventories, net 1,061.0 1,004.4
Prepaid expenses and other current assets 181.9 149.7
Deferred income taxes   59.2   55.2
Total current assets   1,586.3   1,392.4
 
Property and equipment:
Land 21.0 20.7
Buildings & leasehold improvements 621.9 594.3
Fixtures and equipment   864.0   939.2
Total property and equipment 1,506.9 1,554.2
 
Less accumulated depreciation and amortization   1,057.2   1,074.8
Net property and equipment   449.7   479.4
 
Goodwill 1,420.6 1,365.1
Other noncurrent assets   306.9   201.4
Total assets $ 3,763.5 $ 3,438.3
 
 
LIABILITIES AND STOCKHOLDERS' EQUITY:
Current liabilities:
Accounts payable $ 460.8 $ 315.8
Accrued liabilities 743.1 812.0
Income taxes payable 29.7 -
Current portion of debt   214.1   50.0
Total current liabilities 1,447.7 1,177.8
 
 
Other long-term liabilities   134.4   103.8
Total liabilities 1,582.1 1,281.6
 
Stockholders' equity   2,181.4   2,156.7
Total liabilities and stockholders' equity $ 3,763.5 $ 3,438.3

 
 
GameStop Corp.
 
Schedule I
Sales Mix
(unaudited)
               
13 Weeks Ended 13 Weeks Ended
Aug 2, 2014 Aug 3, 2013
Net Percent Net Percent
Sales of Total Sales of Total
Net Sales (in millions):
 
New video game hardware $ 332.3 19.2 % $ 147.8 10.7 %
New video game software 497.0 28.7 % 429.8 31.1 %
Pre-owned and value video game products 558.0 32.2 % 528.7 38.2 %
Video game accessories 107.5 6.2 % 92.0 6.6 %
Digital 52.3 3.0 % 49.4 3.6 %
Mobile and consumer electronics 112.1 6.5 % 60.6 4.4 %
Other 72.2 4.2 % 75.4 5.4 %
       
Total $ 1,731.4 100.0 % $ 1,383.7 100.0 %
 
 
 
Schedule II
Gross Profit Mix
(unaudited)
 
13 Weeks Ended 13 Weeks Ended
Aug 2, 2014 Aug 3, 2013
Gross Gross
Gross Profit Gross Profit
Profit Percent Profit Percent
 
Gross Profit (in millions):
 
New video game hardware $ 31.6 9.5 % $ 15.5 10.5 %
New video game software 115.7 23.3 % 98.9 23.0 %
Pre-owned and value video game products 262.1 47.0 % 250.6 47.4 %
Video game accessories 41.9 39.0 % 38.4 41.7 %
Digital 34.0 65.0 % 35.1 71.1 %
Mobile and consumer electronics 40.5 36.1 % 16.3 26.9 %
Other 25.1 34.8 % 26.6 35.3 %
   
Total $ 550.9 31.8 % $ 481.4 34.8 %

More Stories By Business Wire

Copyright © 2009 Business Wire. All rights reserved. Republication or redistribution of Business Wire content is expressly prohibited without the prior written consent of Business Wire. Business Wire shall not be liable for any errors or delays in the content, or for any actions taken in reliance thereon.

IoT & Smart Cities Stories
Nicolas Fierro is CEO of MIMIR Blockchain Solutions. He is a programmer, technologist, and operations dev who has worked with Ethereum and blockchain since 2014. His knowledge in blockchain dates to when he performed dev ops services to the Ethereum Foundation as one the privileged few developers to work with the original core team in Switzerland.
René Bostic is the Technical VP of the IBM Cloud Unit in North America. Enjoying her career with IBM during the modern millennial technological era, she is an expert in cloud computing, DevOps and emerging cloud technologies such as Blockchain. Her strengths and core competencies include a proven record of accomplishments in consensus building at all levels to assess, plan, and implement enterprise and cloud computing solutions. René is a member of the Society of Women Engineers (SWE) and a m...
Andrew Keys is Co-Founder of ConsenSys Enterprise. He comes to ConsenSys Enterprise with capital markets, technology and entrepreneurial experience. Previously, he worked for UBS investment bank in equities analysis. Later, he was responsible for the creation and distribution of life settlement products to hedge funds and investment banks. After, he co-founded a revenue cycle management company where he learned about Bitcoin and eventually Ethereal. Andrew's role at ConsenSys Enterprise is a mul...
Whenever a new technology hits the high points of hype, everyone starts talking about it like it will solve all their business problems. Blockchain is one of those technologies. According to Gartner's latest report on the hype cycle of emerging technologies, blockchain has just passed the peak of their hype cycle curve. If you read the news articles about it, one would think it has taken over the technology world. No disruptive technology is without its challenges and potential impediments t...
If a machine can invent, does this mean the end of the patent system as we know it? The patent system, both in the US and Europe, allows companies to protect their inventions and helps foster innovation. However, Artificial Intelligence (AI) could be set to disrupt the patent system as we know it. This talk will examine how AI may change the patent landscape in the years to come. Furthermore, ways in which companies can best protect their AI related inventions will be examined from both a US and...
In his general session at 19th Cloud Expo, Manish Dixit, VP of Product and Engineering at Dice, discussed how Dice leverages data insights and tools to help both tech professionals and recruiters better understand how skills relate to each other and which skills are in high demand using interactive visualizations and salary indicator tools to maximize earning potential. Manish Dixit is VP of Product and Engineering at Dice. As the leader of the Product, Engineering and Data Sciences team at D...
Bill Schmarzo, Tech Chair of "Big Data | Analytics" of upcoming CloudEXPO | DXWorldEXPO New York (November 12-13, 2018, New York City) today announced the outline and schedule of the track. "The track has been designed in experience/degree order," said Schmarzo. "So, that folks who attend the entire track can leave the conference with some of the skills necessary to get their work done when they get back to their offices. It actually ties back to some work that I'm doing at the University of San...
When talking IoT we often focus on the devices, the sensors, the hardware itself. The new smart appliances, the new smart or self-driving cars (which are amalgamations of many ‘things'). When we are looking at the world of IoT, we should take a step back, look at the big picture. What value are these devices providing. IoT is not about the devices, its about the data consumed and generated. The devices are tools, mechanisms, conduits. This paper discusses the considerations when dealing with the...
Bill Schmarzo, author of "Big Data: Understanding How Data Powers Big Business" and "Big Data MBA: Driving Business Strategies with Data Science," is responsible for setting the strategy and defining the Big Data service offerings and capabilities for EMC Global Services Big Data Practice. As the CTO for the Big Data Practice, he is responsible for working with organizations to help them identify where and how to start their big data journeys. He's written several white papers, is an avid blogge...
Dynatrace is an application performance management software company with products for the information technology departments and digital business owners of medium and large businesses. Building the Future of Monitoring with Artificial Intelligence. Today we can collect lots and lots of performance data. We build beautiful dashboards and even have fancy query languages to access and transform the data. Still performance data is a secret language only a couple of people understand. The more busine...