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What Drove GameStop’s Revenues in Fiscal 4Q15?

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Dec. 4 2020, Updated 10:52 a.m. ET

Downloadable content and mobile digital receipts

In fiscal 4Q15, GameStop’s (GME) sale of non-physical gaming products in the digital, mobile and consumer electronics, and collectibles categories offset a decline in new software sales. While pre-owned sales were flat YoY (year-over-year) in fiscal 4Q15, comparable store sales rose 3.1% YoY.

What Drove GameStop’s Revenues in Fiscal 4Q15?

Non-GAAP (generally accepted accounting principles) digital receipts rose 9.7% to $404.5 million driven by downloadable content and mobile digital sales. Revenues in the Mobile and Consumer Electronics segment were driven by growth of 57.4% in Technology Brands. Sales in the company’s “Other” category rose 77.4% YoY driven by sales of collectibles merchandise, which rose 300% in fiscal 4Q15.

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Non-GAAP digital receipts rose 13.4% on a constant-currency basis, whereas sales in the Other category rose 85.4% on a constant-currency basis. Shares of other firms in the gaming space such as Electronic Arts (EA), Activision Blizzard (ATVI), and Zynga (ZNGA) were also affected by a strong US dollar (UUP).

Fiscal 2015 results

For fiscal 2015, consolidated comparable store sales rose 4.3% YoY driven by sales of video game accessories, pre-owned products, and collectibles for GameStop. The company’s sales in the Mobile and Consumer Electronics segment rose 25.8% YoY driven by growth in Technology Brands. Collectibles sales rose 300% “driven by the successful integration of collectibles sections within GameStop stores and the acquisition of ThinkGeek.”

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