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Gamestop Executive Summary

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GameStop is a leading retailer in the video gaming industry. Founded in June of 2000, GameStop offers customers the most popular and in-demand games, gaming consoles, and accessories. In addition to the newest models and software, GameStop offers store credit and cash for used game trade-ins, where they then upsell in store to customers. This business model has carried GameStop through the years, and sets it apart from its competitors. With over 7,000 locations, GameStop’s services are available to many people across North America. As a young adult who often turns to video gaming for entertainment, I felt that I have adequate resources to identify consumer behavior problems within this corporation, and come up with solutions.
The Problem
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These decreases were partially offset by an increase in sales of collectibles because of the company's diversification efforts. GameStop attributes the decline in new software sales on the transition to Xbox One and PS4. Digital game sales continue to make up a growing portion of the video game market. A new console, complete with day-one digital releases, is a perfect situation for consumers around the world to change their buying habits. This practice will continue and grow as more and more software and hardware companies offer digital downloads via their consoles with internet connectivity, effectively cutting out the intermediary.
“GameStop relies heavily on a limited number of suppliers for its merchandise purchases. In FY2017, it procured most of its merchandise from 10 top primary suppliers, Sony, Microsoft, Nintendo, Electronic Arts and Activision accounted for 24%, 14%, 10%, 7%, and 6% respectively“ (Market Line, p. 12). These suppliers, all produce their own consoles with space for downloadable content, effectively diminishing GameStop’s role within the retail market.
Data Collection
A survey with 12 respondents who play video games revealed that:
- 25% identified GameStop as a seller they purchase games from regularly
- 83% said that they most regularly purchase games from online sources
- 33% have made purchases from GameStop in the past year
- 16% have never made a purchase from

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