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Company profile

GameStop Corp.

Updated

Overview

GameStop Corp. is a specialty retailer focused on video-game hardware, software, accessories and collectibles, sold through physical stores and e-commerce. The company describes its positioning as “the world’s retail gaming & trade-in destination.” [1]

For FY2025, the 52 weeks ended January 31, 2026, GameStop reported net sales of approximately $3.63 billion.[2] Its operations have included the United States and international markets, with the geographic footprint narrowed through store closures and divestitures.[3][4] The FY2025 filing reported approximately 4,000 full-time associates and 11,000–16,000 part-time hourly associates worldwide, with part-time staffing varying seasonally.[5] [2]

Products & services

GameStop sells new and pre-owned gaming hardware and accessories, including Nintendo Switch 2, PlayStation 5 and Xbox Series X consoles, controllers, headsets and other peripherals. Software includes new and pre-owned games for current and selected prior-generation consoles, as well as digital currency, downloadable content and full-game downloads. For fiscal 2025, hardware and accessories generated $1,840.4 million (50.7% of net sales), while software generated $729.3 million (20.1%).[6]

Its collectibles include apparel, toys, trading cards, gadgets and other products aimed at pop-culture and technology enthusiasts. Collectibles generated $1,060.2 million, or 29.2% of fiscal 2025 net sales. GameStop also accepts trade-ins of gaming, mobility and other products for cash or store credit; its refurbishment centers test, repair, sanitize, repackage and redistribute used products.[9]

Additional offerings include free and paid loyalty memberships with rewards and, for paid plans, additional discounts and benefits; extended warranties; GameStop Pro subscriptions; gift cards; trade-in credits; and reservation deposits.[11][12] [6]

Geographic presence

In fiscal 2025, ended January 31, 2026, GameStop’s reported revenue was $3,629.9 million: $2,667.6 million (73.5%) from the United States, $494.7 million (13.6%) from Australia, $429.4 million (11.8%) from Europe, and $38.2 million (1.1%) from Canada. These are full-year segment results; Canada was divested during the year, and France, which comprised the Europe segment, was classified as held for sale at year-end.[13]

GameStop’s retail operations covered all 50 U.S. states, as well as Australia and France. Australia segment results included New Zealand during part of the year, but the company closed its New Zealand store operations in the fourth quarter. It also closed 727 U.S. stores in fiscal 2025.[3]

The company’s principal executive offices are in Grapevine, Texas. It reported approximately 4,000 full-time and 11,000–16,000 part-time hourly associates worldwide, varying seasonally, without a country-level employee breakdown.[17][5] [13]

Business segments

GameStop reports geographic operating segments, rather than treating its product categories as separate reportable segments. From May 4, 2025, its continuing segments were the United States, Australia, and Europe; Canada was previously a separate segment, and its partial-year sales remain in the FY2025 segment disclosure following the divestiture of those operations.[14][18]

The United States segment includes retail stores, GameStop.com ecommerce, the GameStop Pro loyalty program, and corporate general and administrative costs. Australia covers operations in Australia and New Zealand; New Zealand stores closed in FY2025’s fourth quarter. Europe includes France and also reflects former operations in Italy, Germany, Austria, Ireland, and Switzerland.[3]

FY2025 net sales were $2,667.6 million in the United States (73.5% of consolidated sales), $494.7 million in Australia (13.6%), and $429.4 million in Europe (11.8%). Canada contributed $38.2 million (1.1%) for the portion of the year included; total net sales were $3,629.9 million.[13]

Separately, GameStop discloses sales by product category—not as reportable operating segments. FY2025 sales comprised hardware and accessories ($1,840.4 million; 50.7%), software ($729.3 million; 20.1%), and collectibles ($1,060.2 million; 29.2%).[8] [14]

Company history

GameStop traces its retail lineage to Babbage’s, a Dallas software retailer founded in the early 1980s by Gary Kusin and James McCurry. Barnes & Noble acquired Babbage’s in 1999 and Funco in 2000; Funco changed its name to GameStop, Inc. in December 2000.[19]

In 2005, GameStop merged with Electronics Boutique, adopting the name GameStop Corp. after the merger. It expanded in Europe with the 2008 acquisition of French retailer Micromania, and later broadened its offerings through the 2015 acquisition of Geeknet, parent of ThinkGeek.[22]

After diversifying into wireless retail through Spring Mobile, GameStop sold that business in 2019. In 2021, Ryan Cohen joined the board as the company emphasized e-commerce and strategic transformation; he became executive chairman in 2023 and then president and CEO.[25] [19]

Sources

  • investor.gamestop.com[1]
  • GameStop Corp. — Full financial report (2026 Y)
    17 citations
  • theclio.com[19]
  • www.fundinguniverse.com[20]
  • www.sec.gov[21]
  • www.sec.gov[22]
  • www.sec.gov[23]
  • investor.gamestop.com[24]
  • investor.gamestop.com[25]
  • www.sec.gov[26]
  • investor.gamestop.com[27]
  • investor.gamestop.com[28]

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