The encyclopedia · Strategy & Leadership · Strategic decision · 2012–2019
GameStop's profit came from used games — digital distribution deleted them
GameStop's best margin was selling the same disc twice. When games went digital that business vanished; in 2019 it closed 200 stores and posted a $415M loss.
GameStop · 2019-09
What happened
GameStop was the world's largest video-game retailer, with more than 5,800 stores. Its most profitable business was not new games but used ones: it bought a finished game back from a player and resold it, often more than once, keeping the margin each time. A new game sold at a thin markup; a used game sold at a much fatter one.
That model depended on games being physical objects that changed hands. As consoles and PCs shifted to digital downloads and online stores, there was no disc to trade in and resell. The circulation of used games — GameStop's longtime stock-in-trade — began to dry up, and the high-margin part of the business shrank with it.
The numbers turned fast. In the quarter reported in September 2019, GameStop posted a $415.3 million loss, with sales down 14.3 percent from a year earlier; the quarter before, sales had fallen 13.3 percent and the stock had dropped 40 percent in a single day. The company said it would close 180 to 200 underperforming stores by the end of 2019, with more to follow, and cut staff, including almost half of Game Informer magazine.
GameStop had tried to buy its way out of the problem, acquiring the phone retailer Spring Mobile and the merchandise shop ThinkGeek, but neither replaced the disappearing used-game margin, and both were later wound down. The company that had owned the second-hand game market could not find a second act before the market itself went away.
Why it happened
- The profit engine was a resale market that only existed while games were physical; digital distribution removed the object being resold
- The high-margin used business subsidised the rest of the chain, so when it shrank, the economics of thousands of stores broke at once
- Diversification was bought rather than built — Spring Mobile and ThinkGeek added revenue but not the margin the used-game business had provided
- The shift to digital was visible years before it hit the balance sheet, but the company kept optimising a store network built around a product that was disappearing
The lesson
A resale market is a business only while the thing being resold changes hands physically. When the product goes digital, the secondary market — and the margin on it — disappears.
Aftermath
GameStop survived as a much smaller retailer. In 2021 it became the centre of the famous short-squeeze driven by retail investors, a separate episode that changed its ownership but not the underlying decline of the used-game business. The case is taught as a clean example of a company whose most profitable activity was deleted by a format change it could see coming.
Sources
- SEC EDGAR — GameStop Corp. 10-K annual filings
- Polygon — GameStop closing 200 stores after $415.3 million quarterly loss
- USA Today — GameStop closing up to 200 stores in 2019
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