Tearsheet

GameStop (GME)


Market Price (5/8/2026): $23.95 | Market Cap: $10.7 Bil
Sector: Consumer Discretionary | Industry: Computer & Electronics Retail

GameStop (GME)


Market Price (5/8/2026): $23.95
Market Cap: $10.7 Bil
Sector: Consumer Discretionary
Industry: Computer & Electronics Retail

Investment Highlights Why It Matters Detailed financial logic regarding cash flow yields vs trend-riding momentum.

0

Cash is significant % of market cap
Net D/ENet Debt/Equity. Debt net of cash. Negative indicates net cash. Equity is taken as the Market Capitalization is -43%

Attractive cash flow generation
CFO/Rev LTMCash Flow from Operations / Revenue (Sales), Last Twelve Months (LTM) is 17%, FCF/Rev LTMFree Cash Flow / Revenue (Sales), Last Twelve Months (LTM) is 16%

Attractive yield
FCF Yield is 5.6%

Low stock price volatility
Vol 12M is 46%

Megatrend and thematic drivers
Megatrends include Digital Content & Streaming, and E-commerce & Digital Retail. Themes include Gaming Content & Platforms, and Online Marketplaces.

Weak multi-year price returns
3Y Excs Rtn is -49%

Meaningful short interest
Short Interest % of Basic SharesShort Interest % of Basic Shares = (Short Interest Quantity) / (Basic Shares Outstanding). A high fraction of short interest can indicate potential risk of a short squeeze. is 14%

Expensive valuation multiples
P/EBITPrice/EBIT or Price/(Operating Income) ratio is 38x

Weak revenue growth
Rev Chg LTMRevenue Change % Last Twelve Months (LTM) is -5.1%, Rev Chg 3Y AvgRevenue Change % averaged over trailing 3 years is -15%, Rev Chg QQuarterly Revenue Change % is -14%

Short seller report

Key risks
GME key risks include [1] its reliance on a declining physical media market as the industry shifts to digital distribution, Show more.

0 Cash is significant % of market cap
Net D/ENet Debt/Equity. Debt net of cash. Negative indicates net cash. Equity is taken as the Market Capitalization is -43%
1 Attractive cash flow generation
CFO/Rev LTMCash Flow from Operations / Revenue (Sales), Last Twelve Months (LTM) is 17%, FCF/Rev LTMFree Cash Flow / Revenue (Sales), Last Twelve Months (LTM) is 16%
2 Attractive yield
FCF Yield is 5.6%
3 Low stock price volatility
Vol 12M is 46%
4 Megatrend and thematic drivers
Megatrends include Digital Content & Streaming, and E-commerce & Digital Retail. Themes include Gaming Content & Platforms, and Online Marketplaces.
5 Weak multi-year price returns
3Y Excs Rtn is -49%
6 Meaningful short interest
Short Interest % of Basic SharesShort Interest % of Basic Shares = (Short Interest Quantity) / (Basic Shares Outstanding). A high fraction of short interest can indicate potential risk of a short squeeze. is 14%
7 Expensive valuation multiples
P/EBITPrice/EBIT or Price/(Operating Income) ratio is 38x
8 Weak revenue growth
Rev Chg LTMRevenue Change % Last Twelve Months (LTM) is -5.1%, Rev Chg 3Y AvgRevenue Change % averaged over trailing 3 years is -15%, Rev Chg QQuarterly Revenue Change % is -14%
9 Short seller report
10 Key risks
GME key risks include [1] its reliance on a declining physical media market as the industry shifts to digital distribution, Show more.

Valuation, Metrics & Events

Price Chart

Why The Stock Moved

Qualitative Assessment

AI Analysis | Feedback

GameStop (GME) stock has remained largely at the same level since 1/31/2026 because of the following key factors:

1. GameStop reported a significant earnings beat for Q4 2025, covering the period ending January 31, 2026. The company announced earnings per share (EPS) of $0.49 on March 24, 2026, surpassing analysts' expectations of $0.31 by 58.06%. Additionally, GameStop's adjusted net income for fiscal year 2025 reached $647.4 million, a substantial increase from $131.2 million in fiscal year 2024, despite a decline in net sales for the fourth quarter to $1.104 billion from $1.283 billion in the prior year. This positive financial performance likely provided a floor for the stock, preventing a sustained downturn.

2. The market reacted with skepticism to GameStop's proposed acquisition of eBay, creating downward pressure on the stock. On May 3, 2026, GameStop announced a non-binding proposal to acquire eBay for an estimated $55.5 billion to $56 billion, offering $125.00 per share in a 50% cash and 50% GameStop common stock split. While GameStop reported having approximately $9.4 billion in cash and liquid investments as of January 31, 2026, and a "highly-confident letter" for up to $20 billion in debt financing from TD Securities, the substantial funding gap and the intention to issue new stock raised concerns about potential shareholder dilution. Following the announcement, GameStop's shares declined by 3.66% on May 4, 2026, and 2.6% on the same day, reflecting investor apprehension about the feasibility and financial implications of such a large-scale acquisition.

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Stock Movement Drivers

Fundamental Drivers

The 0.4% change in GME stock from 1/31/2026 to 5/7/2026 was primarily driven by a 4.1% change in the company's Net Income Margin (%).
(LTM values as of)13120265072026Change
Stock Price ($)23.8823.970.4%
Change Contribution By: 
Total Revenues ($ Mil)3,8083,630-4.7%
Net Income Margin (%)11.1%11.5%4.1%
P/E Multiple25.325.71.3%
Shares Outstanding (Mil)448448-0.1%
Cumulative Contribution0.4%

LTM = Last Twelve Months as of date shown

Market Drivers

1/31/2026 to 5/7/2026
ReturnCorrelation
GME0.4% 
Market (SPY)3.6%40.0%
Sector (XLY)-0.9%27.2%

Fundamental Drivers

The 7.5% change in GME stock from 10/31/2025 to 5/7/2026 was primarily driven by a 22.5% change in the company's Net Income Margin (%).
(LTM values as of)103120255072026Change
Stock Price ($)22.2923.977.5%
Change Contribution By: 
Total Revenues ($ Mil)3,8483,630-5.7%
Net Income Margin (%)9.4%11.5%22.5%
P/E Multiple27.525.7-6.8%
Shares Outstanding (Mil)447448-0.2%
Cumulative Contribution7.5%

LTM = Last Twelve Months as of date shown

Market Drivers

10/31/2025 to 5/7/2026
ReturnCorrelation
GME7.5% 
Market (SPY)5.5%31.2%
Sector (XLY)0.3%26.1%

Fundamental Drivers

The -14.0% change in GME stock from 4/30/2025 to 5/7/2026 was primarily driven by a -72.9% change in the company's P/E Multiple.
(LTM values as of)43020255072026Change
Stock Price ($)27.8623.97-14.0%
Change Contribution By: 
Total Revenues ($ Mil)3,8233,630-5.1%
Net Income Margin (%)3.4%11.5%235.9%
P/E Multiple94.825.7-72.9%
Shares Outstanding (Mil)447448-0.4%
Cumulative Contribution-14.0%

LTM = Last Twelve Months as of date shown

Market Drivers

4/30/2025 to 5/7/2026
ReturnCorrelation
GME-14.0% 
Market (SPY)30.4%26.1%
Sector (XLY)22.5%27.4%

Fundamental Drivers

The 24.3% change in GME stock from 4/30/2023 to 5/7/2026 was primarily driven by a 198.7% change in the company's P/S Multiple.
(LTM values as of)43020235072026Change
Stock Price ($)19.2923.9724.3%
Change Contribution By: 
Total Revenues ($ Mil)5,9273,630-38.8%
P/S Multiple1.03.0198.7%
Shares Outstanding (Mil)304448-32.1%
Cumulative Contribution24.3%

LTM = Last Twelve Months as of date shown

Market Drivers

4/30/2023 to 5/7/2026
ReturnCorrelation
GME24.3% 
Market (SPY)78.7%16.9%
Sector (XLY)66.2%18.6%

Return vs. Risk

Price Returns Compared

 202120222023202420252026Total [1]
Returns
GME Return688%-50%-5%79%-36%25%434%
Peers Return19%-26%31%29%1%9%62%
S&P 500 Return27%-19%24%23%16%8%96%

Monthly Win Rates [3]
GME Win Rate50%33%50%50%33%80% 
Peers Win Rate58%33%62%65%48%56% 
S&P 500 Win Rate75%42%67%75%67%60% 

Max Drawdowns [4]
GME Max Drawdown-8%-52%-35%-43%-36%0% 
Peers Max Drawdown-6%-36%-12%-6%-24%-11% 
S&P 500 Max Drawdown-1%-25%-1%-2%-15%-7% 


[1] Cumulative total returns since the beginning of 2021
[2] Peers: BBY, AMZN, WMT, TGT, MSFT. See GME Returns vs. Peers.
[3] Win Rate = % of calendar months in which monthly returns were positive
[4] Max drawdown represents maximum peak-to-trough decline within a year
[5] 2026 data is for the year up to 5/7/2026 (YTD)

How Low Can It Go

EventGMES&P 500
2025 US Tariff Shock
  % Loss-18.8%-18.8%
  % Gain to Breakeven23.2%23.1%
  Time to Breakeven8 days79 days
2024 Yen Carry Trade Unwind
  % Loss-17.3%-7.8%
  % Gain to Breakeven20.9%8.5%
  Time to Breakeven98 days18 days
Summer-Fall 2023 Five Percent Yield Shock
  % Loss-47.9%-9.5%
  % Gain to Breakeven91.9%10.5%
  Time to Breakeven168 days24 days
2023 SVB Regional Banking Crisis
  % Loss-19.0%-6.7%
  % Gain to Breakeven23.4%7.1%
  Time to Breakeven7 days31 days
2022 Inflation Shock & Fed Tightening
  % Loss-48.9%-24.5%
  % Gain to Breakeven95.7%32.4%
  Time to Breakeven14 days427 days
2020 COVID-19 Crash
  % Loss-32.5%-33.7%
  % Gain to Breakeven48.2%50.9%
  Time to Breakeven10 days140 days

Compare to BBY, AMZN, WMT, TGT, MSFT

In The Past

GameStop's stock fell -18.8% during the 2025 US Tariff Shock. Such a loss loss requires a 23.2% gain to breakeven.

Preserve Wealth

Limiting losses and compounding gains is essential to preserving wealth.

Asset Allocation

Actively managed asset allocation strategies protect wealth. Learn more.

EventGMES&P 500
Summer-Fall 2023 Five Percent Yield Shock
  % Loss-47.9%-9.5%
  % Gain to Breakeven91.9%10.5%
  Time to Breakeven168 days24 days
2022 Inflation Shock & Fed Tightening
  % Loss-48.9%-24.5%
  % Gain to Breakeven95.7%32.4%
  Time to Breakeven14 days427 days
2020 COVID-19 Crash
  % Loss-32.5%-33.7%
  % Gain to Breakeven48.2%50.9%
  Time to Breakeven10 days140 days
2016-2017 Trump Reflation Bond Selloff
  % Loss-24.6%-3.7%
  % Gain to Breakeven32.6%3.9%
  Time to Breakeven1531 days6 days
2015-2016 China Devaluation / Global Growth Scare
  % Loss-45.6%-12.2%
  % Gain to Breakeven83.8%13.9%
  Time to Breakeven1816 days62 days
2014-2016 Oil Price Collapse
  % Loss-38.0%-6.8%
  % Gain to Breakeven61.2%7.3%
  Time to Breakeven1815 days15 days
2010 Eurozone Sovereign Debt Crisis / Flash Crash
  % Loss-28.2%-15.4%
  % Gain to Breakeven39.4%18.2%
  Time to Breakeven287 days125 days
2008-2009 Global Financial Crisis
  % Loss-72.2%-53.4%
  % Gain to Breakeven259.3%114.4%
  Time to Breakeven4445 days1085 days

Compare to BBY, AMZN, WMT, TGT, MSFT

In The Past

GameStop's stock fell -18.8% during the 2025 US Tariff Shock. Such a loss loss requires a 23.2% gain to breakeven.

Preserve Wealth

Limiting losses and compounding gains is essential to preserving wealth.

Asset Allocation

Actively managed asset allocation strategies protect wealth. Learn more.

About GameStop (GME)

GameStop Corp., a specialty retailer, provides games and entertainment products through its e-commerce properties and various stores in the United States, Canada, Australia, and Europe. The company sells new and pre-owned gaming platforms; accessories, such as controllers, gaming headsets, virtual reality products, and memory cards; new and pre-owned gaming software; and in-game digital currency, digital downloadable content, and full-game downloads. It also sells collectibles comprising licensed merchandise primarily related to the gaming, television, and movie industries, as well as pop culture themes. As of January 29, 2022, the company operated 4,573 stores and ecommerce sites under the GameStop, EB Games, and Micromania brands; and 50 pop culture themed stores that sell collectibles, apparel, gadgets, electronics, toys, and other retail products under the Zing Pop Culture brand, as well as offers Game Informer, a print and digital video game publication featuring reviews of new releases, previews of the big titles on the horizon, and coverage of the latest developments in the gaming industry. The company was formerly known as GSC Holdings Corp. GameStop Corp. was founded in 1996 and is headquartered in Grapevine, Texas.

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A Best Buy, but specialized solely in video games, consoles, and related pop culture merchandise.

Barnes & Noble for video games.

AI Analysis | Feedback

  • Gaming Platforms: Sells new and pre-owned gaming consoles and hardware.
  • Gaming Accessories: Offers various accessories including controllers, headsets, VR products, and memory cards.
  • Gaming Software: Provides new and pre-owned video games.
  • Digital Gaming Products: Sells in-game digital currency, downloadable content (DLC), and full-game downloads.
  • Collectibles: Retails licensed merchandise related to gaming, television, movie, and pop culture themes.
  • Game Informer Publication: Publishes a print and digital video game magazine featuring reviews and news.

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Major Customers of GameStop (GME)

GameStop Corp. is a specialty retailer that primarily sells products directly to individual consumers rather than other businesses (B2C model). Based on its business description, the company serves the following categories of customers:

  • Video Game Enthusiasts and Gamers: This is GameStop's core customer base, comprising individuals who actively purchase new and pre-owned gaming platforms, accessories (controllers, headsets, virtual reality products, memory cards), new and pre-owned gaming software, in-game digital currency, digital downloadable content, and full-game downloads. They are engaged in the gaming ecosystem and seek the latest or classic gaming experiences and related hardware.
  • Pop Culture Collectors and Fans: These customers are interested in licensed merchandise, apparel, gadgets, electronics, toys, and other retail products primarily related to the gaming, television, and movie industries, as well as broader pop culture themes. This segment is served through GameStop's general collectibles offerings and specifically through its Zing Pop Culture themed stores.
  • Gift Shoppers and Families: This category includes individuals who may not be avid gamers themselves but are purchasing games, consoles, accessories, or collectibles as gifts for children, teenagers, or other family members and friends. They are looking for entertainment products or collectible items suitable for gifting occasions.

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Major Suppliers:

  • Sony Group Corporation (SONY)
  • Microsoft Corporation (MSFT)
  • Nintendo Co., Ltd. (NTDOY)
  • Electronic Arts Inc. (EA)
  • Take-Two Interactive Software, Inc. (TTWO)
  • Funko, Inc. (FNKO)

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Ryan Cohen, President and Chief Executive Officer

Ryan Cohen founded the e-commerce pet supply company Chewy in 2011 and served as its CEO until 2018. He sold Chewy to PetSmart in 2017 for $3.35 billion. An activist investor, Cohen acquired a significant stake in GameStop in 2020. He was appointed Chairman of GameStop in June 2021 and became President and Chief Executive Officer in September 2023. Cohen does not accept a salary for his roles as CEO and Chairman. Through his investment firm, RC Ventures, he has also invested in other companies such as Bed Bath & Beyond and Nordstrom.

Daniel Moore, Principal Financial and Accounting Officer

Daniel Moore is GameStop's Principal Financial and Accounting Officer. He was appointed as Principal Accounting Officer on August 11, 2023, and later as Principal Financial Officer on March 25, 2024. Moore possesses extensive experience in finance and accounting, including previous senior tax roles at Elevate Textiles and Roper Technologies, Inc.

Mark Robinson, General Counsel and Secretary

Mark Robinson serves as GameStop's General Counsel and Secretary. In June 2023, he was also named Principal Executive Officer and General Manager, reporting directly to Executive Chairman Ryan Cohen, while continuing his duties as General Counsel and Secretary.

AI Analysis | Feedback

Key Risks to GameStop (GME)

  1. Declining Physical Game Sales and Shift to Digital Distribution: GameStop's traditional business model heavily relies on the sale of physical games and accessories through its brick-and-mortar stores. The video game industry, however, has seen a significant and ongoing shift towards digital downloads, subscription services, and cloud gaming, which directly reduces the demand for physical media. This trend leads to declining foot traffic in physical stores and a reduction in GameStop's core revenue streams, threatening large parts of its business model.
  2. Intense Competition from Online Retailers and Digital Storefronts: GameStop faces substantial competition from major online retailers like Amazon, as well as digital storefronts operated directly by console manufacturers (e.g., PlayStation Store, Xbox Store) and PC gaming platforms (e.g., Steam). These competitors offer convenience, often competitive pricing, and immediate access to digital content, directly impacting GameStop's market share and profitability.
  3. Stock Price Volatility and Investment Portfolio Risks: GameStop's stock has experienced extreme price and volume fluctuations, often detached from its operational performance, largely due to its status as a "meme stock" driven by retail investor sentiment. Furthermore, the company's strategy of investing in volatile assets, such as cryptocurrencies like Bitcoin, exposes it to significant market volatility, which could adversely affect its financial position and performance.

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The accelerated industry-wide shift from physical video game media to digital downloads and streaming services represents a clear emerging threat. This trend, driven by console manufacturers' increased focus on digital-only consoles and game publishers' preference for direct digital distribution, significantly diminishes the market for new and pre-owned physical games and platforms. Given GameStop's extensive network of physical stores and its historical reliance on physical media and the highly profitable pre-owned market, this ongoing digital transition directly challenges its core business model. Furthermore, the growth of cloud gaming services poses a long-term threat by potentially reducing the need for traditional gaming hardware purchases.

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Here are the addressable market sizes for GameStop's main products and services:

Gaming Platforms (Consoles)

  • The global video game market, which includes consoles, was estimated at USD 298.98 billion in 2024 and is projected to reach USD 600.74 billion by 2030. The console segment accounted for over 27% of the global video game market in 2024.
  • The console gaming market globally is expected to see growth return in 2025, following a projected 1.0% decline in 2024.
  • In Europe, the video game market was valued at USD 88.16 billion in 2024 and is expected to reach USD 239.32 billion by 2033.
  • The Australia gaming console market is projected to reach USD 1,907.4 million by 2033.

Gaming Accessories (controllers, gaming headsets, virtual reality products, memory cards)

  • Globally, the gaming accessories market size was valued at USD 13.23 billion in 2024 and is projected to reach USD 28.12 billion by 2032. Another estimate places the global market at USD 10.6 billion in 2024, growing to USD 29.67 billion by 2033.
  • In the U.S., the gaming accessories market size was valued at USD 5.67 billion in 2024 and is projected to reach USD 11.97 billion by 2032. U.S. consumer spending on video game accessories reached $3.2 billion in 2024.
  • The North American gaming accessories market was valued at USD 6.0 billion in 2023.
  • For Europe, the gaming accessories market is expected to grow from 2024 to 2032 and is projected to generate USD 7.23 billion with a CAGR of 13.8% during the forecast period. The European market was valued at USD 4.0 billion in 2023.
  • The Australia gaming accessories market size reached USD 305.20 million in 2024 and is expected to reach USD 527.29 million by 2033. In 2025, the Australian market was valued at approximately AUD 253.39 million.

Gaming Software & Digital Content (new and pre-owned gaming software, in-game digital currency, digital downloadable content, full-game downloads)

  • The global video game software market size was valued at $198.5 billion in 2021 and is projected to reach $751.4 billion by 2031.
  • The global digital gaming market size is anticipated to be worth USD 344.61 billion in 2025, projected to reach USD 1.32 trillion by 2034.
  • In the U.S., the video games software market size was USD 51.47 billion in 2024 and is projected to grow to USD 67.09 billion by 2032. The U.S. online gaming market is estimated at USD 43.52 billion in 2026.
  • Europe's video game market was valued at USD 88.16 billion in 2024 and is expected to reach USD 239.32 billion by 2033. Online gaming was the dominant type segment in Europe in 2024. Europe contributed approximately USD 31.88 billion to the global online gaming market in 2025.

Collectibles (licensed merchandise primarily related to the gaming, television, and movie industries, as well as pop culture themes)

null

Game Informer (print and digital video game publication)

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AI Analysis | Feedback

GameStop (GME) is expected to drive future revenue growth over the next 2-3 years through several strategic initiatives aimed at transforming its business model and adapting to evolving consumer preferences.

  1. Expansion into the High-Margin Collectibles Market: GameStop is strategically expanding its focus on high-margin collectibles, including trading cards like Pokémon, Magic: The Gathering, and sports cards, as well as apparel, toys, and other pop culture merchandise. This initiative aims to diversify revenue streams and capitalize on increasing consumer demand in this growing market.

  2. Digital Transformation and E-commerce Enhancement (Omnichannel Excellence): The company is actively investing in and enhancing its online platform and e-commerce capabilities to create a seamless omnichannel experience for customers. This digital-first approach is crucial for expanding its reach, adapting to the significant shift in consumer behavior towards digital purchases, and becoming a premier destination for gaming and entertainment products.

  3. Diversification of Product Offerings Beyond Traditional Video Games: Beyond the significant push into collectibles, GameStop is exploring and expanding its product range into other entertainment products and new categories. This broader diversification strategy is designed to appeal to a wider customer base and reduce its traditional reliance on physical video game sales, which have been declining.

  4. Enhanced Customer Experience and Community Building: GameStop aims to foster brand loyalty and drive repeat business by creating a strong, community-centric ecosystem and improving the overall customer experience. This includes enhancing its online platforms, leveraging its physical stores as important touchpoints, and utilizing loyalty programs to engage its core audience.

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Capital Allocation Decisions (Last 3-5 Years)

Share Repurchases

  • Within the last 3-5 years, GameStop's share repurchase activity has been minimal to non-existent.
  • Historically, in December 2019, GameStop spent $178.6 million to repurchase 34.6 million shares, representing 34% of its outstanding shares.

Share Issuance

  • In 2021, during the "meme stock" event, GameStop raised over $1.5 billion in equity through share issuances, allowing it to eliminate virtually all long-term debt.
  • In 2022, the company saw a large inflow of $1.67 billion from stock issuance.
  • GameStop issued approximately $1.5 billion via 0% convertible notes in Q2 2025. Shares outstanding increased by 29.33% from 2024 to 2025.

Inbound Investments

  • Activist investor Ryan Cohen took a significant stake and joined GameStop's board in 2021, signaling a major push towards a digital-first, e-commerce-driven transformation.
  • Clear Street Group Inc. acquired a new position in GameStop in Q3 (likely 2025), acquiring shares valued at approximately $29.97 million.
  • As of March 2026, institutional investors and hedge funds collectively own 29.21% of GameStop's stock, with major holders including Vanguard Group Inc and BlackRock, Inc..

Outbound Investments

  • In Q2 2025, GameStop purchased 4,710 Bitcoin for approximately $513 million, diversifying its cash holdings.
  • The company sold its Canadian subsidiary, Electronics Boutique Canada, Inc., in May 2025, and also sold its video game magazine, Game Informer, in 2025.
  • GameStop ventured into digital assets by launching an NFT marketplace and crypto wallet in 2022, though the NFT marketplace was later shut down due to regulatory uncertainty.

Capital Expenditures

  • Capital expenditures have generally decreased over the last few years, from $60.0 million in fiscal year 2021 to $34.9 million in fiscal year 2024 (ending January 31, 2024).
  • In the most recent reported quarter, capital expenditures totaled -$4.30 million.
  • Future capital expenditures are anticipated to remain at "modest levels" and will be pragmatically targeted at infrastructure and technology, reflecting investments in technology and enterprise systems.

Better Bets vs. GameStop (GME)

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Recent Active Movers

Peer Comparisons

Peers to compare with:

Financials

GMEBBYAMZNWMTTGTMSFTMedian
NameGameStop Best Buy Amazon.c.Walmart Target Microsoft 
Mkt Price23.9758.54271.17129.95125.88420.77127.92
Mkt Cap10.712.32,913.21,035.857.03,124.6546.4
Rev LTM3,63041,825742,776713,163104,780318,273211,526
Op Inc LTM2861,74285,42229,8255,117148,95717,471
FCF LTM5971,514-2,47214,9232,83572,9162,174
FCF 3Y Avg1631,30721,34614,2343,70970,9528,972
CFO LTM6152,221148,53141,5656,562170,14124,064
CFO 3Y Avg1862,061120,52737,9117,517136,99122,714

Growth & Margins

GMEBBYAMZNWMTTGTMSFTMedian
NameGameStop Best Buy Amazon.c.Walmart Target Microsoft 
Rev Chg LTM-5.1%-0.9%14.2%4.7%-1.7%17.9%1.9%
Rev Chg 3Y Avg-14.5%-4.4%12.3%5.3%-1.3%15.3%2.0%
Rev Chg Q-13.9%2.4%16.6%5.6%-1.5%18.3%4.0%
QoQ Delta Rev Chg LTM-4.7%0.5%3.6%1.4%-0.4%4.2%1.0%
Op Inc Chg LTM1,832.7%-2.1%19.2%1.6%-8.1%22.0%10.4%
Op Inc Chg 3Y Avg655.9%-5.0%108.4%14.2%12.6%20.7%17.4%
Op Mgn LTM7.9%4.2%11.5%4.2%4.9%46.8%6.4%
Op Mgn 3Y Avg2.3%4.1%10.2%4.2%5.1%45.6%4.7%
QoQ Delta Op Mgn LTM2.0%0.0%0.3%0.1%-0.1%0.1%0.1%
CFO/Rev LTM16.9%5.3%20.0%5.8%6.3%53.5%11.6%
CFO/Rev 3Y Avg5.6%4.8%18.1%5.6%7.1%49.5%6.3%
FCF/Rev LTM16.5%3.6%-0.3%2.1%2.7%22.9%3.2%
FCF/Rev 3Y Avg5.1%3.1%3.5%2.1%3.5%26.1%3.5%

Valuation

GMEBBYAMZNWMTTGTMSFTMedian
NameGameStop Best Buy Amazon.c.Walmart Target Microsoft 
Mkt Cap10.712.32,913.21,035.857.03,124.6546.4
P/S3.00.33.91.50.59.82.2
P/Op Inc37.67.134.134.711.121.027.5
P/EBIT37.613.024.732.110.919.922.3
P/E25.719.132.147.315.425.025.3
P/CFO17.55.619.624.98.718.417.9
Total Yield3.9%11.7%3.1%2.8%10.1%4.8%4.4%
Dividend Yield0.0%6.5%0.0%0.7%3.6%0.8%0.8%
FCF Yield 3Y Avg1.0%8.5%1.1%2.3%6.5%2.5%2.4%
D/E0.40.30.10.10.40.00.2
Net D/E-0.40.30.00.10.3-0.00.0

Returns

GMEBBYAMZNWMTTGTMSFTMedian
NameGameStop Best Buy Amazon.c.Walmart Target Microsoft 
1M Rtn2.3%-8.6%26.9%6.1%5.3%13.0%5.7%
3M Rtn-2.9%-12.8%21.8%2.6%14.7%7.1%4.9%
6M Rtn12.3%-23.5%11.6%28.3%44.4%-15.0%11.9%
12M Rtn-7.8%-9.6%43.7%32.7%37.9%-2.2%15.2%
3Y Rtn16.9%-6.4%156.2%163.2%-10.4%39.6%28.2%
1M Excs Rtn-3.5%-17.4%14.4%-6.1%-5.9%4.2%-4.7%
3M Excs Rtn-10.8%-20.8%13.8%-5.3%6.8%-0.8%-3.1%
6M Excs Rtn0.7%-32.5%0.4%19.2%34.7%-26.2%0.6%
12M Excs Rtn-38.8%-38.1%15.7%2.2%9.7%-33.0%-15.4%
3Y Excs Rtn-49.1%-85.5%83.6%88.8%-88.0%-37.1%-43.1%

Financials

Segment Financials

Revenue by Segment
$ Mil20262025202420232022
Hardware and accessories2,9973,1403,1722,5312,722
Software1,5221,8232,0151,9793,006
Collectibles754965824580738
Total5,2735,9276,0115,0906,466


Price Behavior

Price Behavior
Market Price$23.97 
Market Cap ($ Bil)10.7 
First Trading Date02/13/2002 
Distance from 52W High-31.5% 
   50 Days200 Days
DMA Price$23.94$23.25
DMA Trendindeterminateup
Distance from DMA0.1%3.1%
 3M1YR
Volatility39.4%46.4%
Downside Capture0.770.73
Upside Capture95.0789.16
Correlation (SPY)28.9%24.7%
GME Betas & Captures as of 4/30/2026

 1M2M3M6M1Y3Y
Beta0.450.750.850.840.931.10
Up Beta-0.18-0.16-0.080.300.510.44
Down Beta6.910.790.970.870.730.43
Up Capture107%115%130%110%90%711%
Bmk +ve Days15223166141428
Stock +ve Days12223359123360
Down Capture108%109%109%99%129%112%
Bmk -ve Days4183056108321
Stock -ve Days10213163122381

[1] Upside and downside betas calculated using positive and negative benchmark daily returns respectively
Based On 1-Year Data
Annualized
Return
Annualized
Volatility
Sharpe
Ratio
Correlation
with GME
GME-2.5%46.2%0.09-
Sector ETF (XLY)22.4%18.7%0.9526.5%
Equity (SPY)29.6%12.5%1.8625.2%
Gold (GLD)37.0%27.1%1.141.0%
Commodities (DBC)48.7%18.0%2.120.5%
Real Estate (VNQ)12.9%13.5%0.656.1%
Bitcoin (BTCUSD)-16.3%42.1%-0.3119.6%

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Based On 5-Year Data
Annualized
Return
Annualized
Volatility
Sharpe
Ratio
Correlation
with GME
GME-10.2%97.6%0.31-
Sector ETF (XLY)6.9%23.8%0.2530.8%
Equity (SPY)12.8%17.1%0.5925.8%
Gold (GLD)21.1%17.9%0.963.6%
Commodities (DBC)14.1%19.1%0.607.2%
Real Estate (VNQ)3.3%18.8%0.0822.1%
Bitcoin (BTCUSD)7.0%56.0%0.3417.4%

Smart multi-asset allocation framework can stack odds in your favor. Learn How
Based On 10-Year Data
Annualized
Return
Annualized
Volatility
Sharpe
Ratio
Correlation
with GME
GME14.7%117.8%0.60-
Sector ETF (XLY)13.0%22.0%0.5419.9%
Equity (SPY)15.0%17.9%0.7216.7%
Gold (GLD)13.5%16.0%0.700.3%
Commodities (DBC)9.4%17.8%0.447.0%
Real Estate (VNQ)5.7%20.7%0.2415.5%
Bitcoin (BTCUSD)68.2%66.9%1.076.9%

Smart multi-asset allocation framework can stack odds in your favor. Learn How

Short Interest

Short Interest: As Of Date4152026
Short Interest: Shares Quantity61.9 Mil
Short Interest: % Change Since 3312026-1.5%
Average Daily Volume6.6 Mil
Days-to-Cover Short Interest9.4 days
Basic Shares Quantity448.2 Mil
Short % of Basic Shares13.8%

Earnings Returns History

Expand for More
 Forward Returns
Earnings Date1D Returns5D Returns21D Returns
3/24/20261.2%1.0%9.6%
12/9/2025-4.3%-3.6%-8.1%
9/9/20253.3%11.7%3.5%
6/10/2025-5.3%-23.7%-21.4%
3/25/202511.7%-11.0%6.6%
12/10/20247.6%16.1%15.2%
9/10/2024-12.0%-14.0%-12.6%
6/7/2024-39.4%-37.4%-47.2%
...
SUMMARY STATS   
# Positive131211
# Negative111213
Median Positive7.6%14.1%8.1%
Median Negative-15.2%-14.2%-19.0%
Max Positive35.2%62.4%83.5%
Max Negative-39.4%-37.4%-47.2%

SEC Filings

Expand for More
Report DateFiling DateFiling
01/31/202603/24/202610-K
10/31/202512/09/202510-Q
04/30/202506/10/202510-Q
01/31/202503/25/202510-K
10/31/202412/10/202410-Q
07/31/202409/10/202410-Q
04/30/202406/11/202410-Q
01/31/202403/26/202410-K
10/31/202312/06/202310-Q
07/31/202309/06/202310-Q
04/30/202306/07/202310-Q
01/31/202303/28/202310-K
10/31/202212/07/202210-Q
07/31/202209/07/202210-Q
04/30/202206/01/202210-Q
01/31/202203/17/202210-K

Insider Activity

Expand for More
#OwnerTitleHoldingActionFiling DatePriceSharesTransacted
Value
Value of
Held Shares
Form
1Robinson, Mark HaymondGeneral Counsel and SecretaryDirectSell415202623.193,91290,7152,672,068Form
2Moore, Daniel WilliamPFO and PAODirectSell403202622.947,210165,4302,317,716Form
3Robinson, Mark HaymondGeneral Counsel and SecretaryDirectSell403202622.947,209165,4072,247,322Form
4Cheng, Lawrence by Cheng Capital LLCBuy126202622.875,000114,3682,012,886Form
5Cohen, RyanPresident, CEO and ChairmanDirectBuy122202621.60500,00010,800,500828,351,735Form

GME Trade Sentinel


Stock Conviction

AVOID (Score 1-2)

CONVICTION RATIONALE

The score is exceptionally low because despite the high narrative-based asymmetry, the underlying business quality is extremely poor. The model applies severe penalties for an 'ERODING' moat, negative revenue growth ('Decay'), and a 'SPECULATIVE' valuation. The stock is a bet on a single, low-probability transformative event, while the core operations are structurally broken. This represents a poor risk/reward from a data-driven, fundamental perspective.

STOCK ARCHETYPE
Primary: 'Turnaround / Deep Value', Secondary: 'Binary Innovator'

The company fits 'Turnaround' as it is a broken business attempting a radical transformation via aggressive cost-cutting and a pivot to a new segment (Collectibles). The focus is on management execution and the asset floor provided by its massive cash balance. It has a 'Binary Innovator' secondary profile due to the high-stakes potential for a transformative acquisition, making the investment outcome highly dependent on a single future capital allocation event.

Looking for high-conviction positions with a better risk/reward profile? See what's currently in the Trefis High Quality Portfolio.
INVESTMENT THESIS
Deployment of ~$9B Cash Balance into Transformative M&A and Collectibles Segment Expansion

The primary long thesis is a capital allocation story. GameStop is evolving from a declining retailer into a holding company. The market may re-rate the stock based on the successful deployment of its ~$9 billion cash hoard into an accretive, transformative acquisition, such as the rumored bid for eBay. This M&A potential, combined with the rapid, high-margin growth of the Collectibles segment, could create a new earnings profile independent of the legacy business.

Mechanism: Value is captured through a narrative shift and financial engineering. An accretive acquisition or a massive share buyback would directly boost EPS, while the continued mix shift towards high-margin (34.5%) collectibles expands the company's overall gross margin, even on a declining revenue base, leading to a potential valuation re-rating.
Supporting Evidence:
  • The company possesses a ~$9 billion cash and marketable securities balance, providing immense capital allocation optionality.
  • The Collectibles segment grew 47.7% YoY in FY2025, and its share of revenue mix increased to 33.1% in the most recent quarter (Q4 2025).
  • Recent (May 2026) reports of a non-binding proposal to acquire eBay signal management's intent to pursue a transformative M&A transaction.
  • The company achieved full-year net income of $418.4M in FY2025, proving the cost-cutting and mix-shift strategy can generate profitability.
PRIMARY RISK
Structural Decline of Physical Hardware/Software Revenue Accelerating Faster than Collectibles Growth

The primary risk is the structural obsolescence of GameStop's core business. The rapid, irreversible shift of video game sales to digital downloads is eroding the legacy hardware and software segments, which still account for over two-thirds of revenue. If this decline accelerates, it could overwhelm the growth in the smaller collectibles segment, leading to sustained negative top-line growth and cash burn, regardless of cost controls.

Mechanism: The thesis breaks if the core business revenue decline (-26.7% estimated for FY2025) continues to outpace the mathematical contribution from collectibles growth (+47.7%). This would lead to a continued fall in total revenue, destroying investor confidence in the turnaround and forcing the company to burn its cash reserves to fund operations, nullifying the capital allocation thesis.
Supporting Evidence:
  • The shift to digital console game sales has exceeded 70-80%, structurally undermining the physical software market.
  • Overall company net sales declined by 5.0% in FY2025 and 13.9% in Q4 2025, indicating the decline is ongoing.
  • GameStop is losing market share to existential threats like digital platforms (Sony, Microsoft) and structural threats like Amazon, with a 'LOSING' status against both.
Key KPI Watchlist
KPI Threshold Rationale
Collectibles Revenue Growth YoY>+20% YoYThis is the primary growth engine and driver of margin expansion. Sustained high growth is essential to prove the pivot strategy is viable and can offset legacy declines.
Net IncomePositive / >$150MDemonstrates that cost discipline is sufficient to maintain profitability amidst declining sales, which is critical for funding the company's transformation without burning its cash pile.
Core Hardware/Software Revenue Decline YoYDeceleration of decline (e.g., from -20% to -15%)The rate of decay in the legacy business is the single biggest threat. Any sign of stabilization would significantly de-risk the thesis and provide more time for the collectibles business to scale.
Core Investment Debate

Capital Allocation Transformation vs. Structural Obsolescence

BULL VIEW

The cash pile will be used for an accretive acquisition (e.g., eBay), creating a new, viable holding company completely independent from the failing legacy retail business.

CORE TENSION

Can management deploy its ~$9B cash hoard into a transformative acquisition before the structural decline of its core retail business destroys remaining enterprise value?


PREVAILING SENTIMENT
BEARISH

Bears are winning. The 13.9% Q4 revenue decline is a current fact, while the bull case is a future, low-probability M&A event. Profitability is artificially supported by interest income, not operational health.

BEAR VIEW

The core business is declining too fast (-13.9% Q4 revenue), which will force the company to burn its cash on operations, neutralizing the M&A thesis entirely.

Next 6 months: Risks and Catalysts
Timeline Event & Metric To Watch
Next 90 days
Resolution of eBay Acquisition Bid
Watch: A definitive press release announcing either a binding agreement to acquire eBay or the formal withdrawal of the proposal. This is a binary event.
Early June 2026
Q1 2026 Earnings Report
Watch: Collectibles Revenue Growth YoY. Must show sustained momentum vs the +47.7% baseline from FY2025 to validate the pivot strategy.
Early September 2026
Q2 2026 Earnings Report
Watch: Core Hardware/Software Revenue Decline. Watch for acceleration beyond the -20% to -30% range, indicating a faster-than-expected demise of the legacy business.
Monthly
Weakening Consumer Spending Data
Watch: Federal Reserve (FRED) data on 90+ day credit card delinquency rates. A sequential acceleration signals worsening consumer health.
Key Events in Last 6 Months
Date Event Stock Impact
Dec 10, 2025
Q3 2025 Earnings (Estimated)
Details: Continuing the trend of revenue decline offset by cost-cutting measures. The lack of management guidance remained a key point of concern for investors.
Slight -1.2% pullback
$22.12 -> $21.86
Mar 24, 2026
Q4 & Full-Year 2025 Earnings
Details: Company reported FY2025 net income of $418.4M and a 47.7% YoY increase in Collectibles revenue, but overall Q4 sales declined 13.9%, showing core business erosion.
Modest 1.2% gain
$22.81 -> $23.08
Risk Management
Position Sizing

1% - 3%

CONSERVATIVE

The combination of a Bearish fundamental sentiment, an Eroding moat, and Low visibility creates a high-risk profile. Sizing is capped to Conservative levels as a 'watchlist' position.

Diversification Alternatives
COST
SECTOR

Superior business model with a powerful, widening moat (membership) and stable growth, directly contrasting GME's eroding position and reliance on a single speculative event.

Core Thesis: The core thesis is built on a durable, low-price value proposition and membership loyalty, which is resilient to economic cycles and competitive threats.
TSCO
INDUSTRY

A specialty retailer with a durable, defensible niche and positive growth drivers, avoiding the existential obsolescence risk plaguing GME's core business.

Core Thesis: TSCO caters to a resilient rural lifestyle customer, providing essential goods that are less susceptible to e-commerce disruption and discretionary spending cuts.
How Is The Market Pricing GME?

GameStop is transitioning from a declining physical video game retailer into a specialized, high-margin collectibles business and a capital-rich investment vehicle, deliberately shrinking its retail footprint to maximize profitability and deploy its large cash balance.

Filter all news through the lens of a capital allocation story: is the company using its cash to acquire a transformative business, and is the collectibles segment's growth offsetting the structural decline in physical software sales?

What will confirm the thesis

Announcements of a major acquisition of a consumer-goods company; Collectibles revenue growth exceeding +20% YoY; continued SG&A expense reduction; positive free cash flow generation; significant insider buying from key executives.

What will damage the thesis

Failure to deploy its large cash balance into a value-accretive acquisition; accelerating declines in hardware/software revenue that outpace collectibles growth; a return to negative net income; significant insider selling or a halt in executive share purchases.

Noise: Real but irrelevant to thesis

Quarterly fluctuations in new console or game sales — this is a declining, legacy business; short-term stock price volatility driven by retail sentiment — not tied to fundamental business changes; minor partnerships for in-store events.

Repricing Catalyst

The primary catalyst is the potential deployment of its ~$9 billion cash balance into a transformative acquisition, as guided by CEO Ryan Cohen. A successful acquisition could re-rate the company from a specialty retailer to a diversified holding company. Separately, the rapid growth and higher margins of the Collectibles segment are changing the profit mix of the company.

What GME Makes & Who Pays
TTM figures based on GameStop Reports Fourth Quarter and Fiscal Year 2025 Results, March 24, 2026
Video Game Hardware & Accessories
$1.8B TTM (50.7% of Total) · -999% Margin
What It Is

New and pre-owned video game consoles (e.g., Sony PlayStation, Microsoft Xbox, Nintendo Switch), controllers, headsets, and other peripherals.

Who Pays & How

Consumers (typically males aged 16-44) purchase hardware for access to new games. The trade-in program provides an incentive, allowing customers to reduce the cost of new hardware by trading in old consoles and games.

Per-unit sale at retail price, with revenue recognized at the point of sale.
Competition
Amazon, Walmart, Best Buy
These mass merchants have superior scale, logistics, and often lower pricing.
GameStop's primary moat is its trade-in program, which creates a circular economy and customer loyalty that mass merchants cannot easily replicate.
Collectibles
$1.1B TTM (29.2% of Total) · 34.5% Margin
What It Is

Apparel, toys, trading cards (e.g., Pokémon), and pop culture figurines (e.g., Funko).

Who Pays & How

A broad demographic of collectors and enthusiasts, including core gamers and pop culture fans, purchase these items. This segment offers higher gross margins than the legacy gaming business.

Per-unit sale at retail price.
Competition
Hobby Lobby, Michaels, Walt Disney Co
Specialized hobby stores and large brand owners have deep product expertise and direct customer relationships.
GameStop leverages its existing retail footprint and brand recognition with gamers to cross-sell collectibles, positioning stores as community hubs for enthusiasts.
Video Game Software
$0.7B TTM (20.1% of Total) · -999% Margin
What It Is

New and pre-owned physical video games for consoles.

Who Pays & How

Consumers who prefer physical media ownership or seek value through the trade-in of pre-owned games. The trade-in program is a key differentiator, providing higher margins for the company and value for the customer.

Per-unit sale at retail price.
Competition
Sony PlayStation Store, Microsoft Xbox Store, Nintendo eShop
Digital storefronts offer immediate access, pre-loading, and are integrated directly into the console ecosystem, creating a frictionless purchasing process.
GameStop's trade-in program for physical games is a unique value proposition that digital stores cannot replicate, creating a flywheel for high-margin pre-owned sales.
GME Evolution: Price Return by Era
1984–2010 · Physical Retail Dominance
King of the Strip Mall
Founded as Babbage's in 1984, the company consolidated the video game retail market through acquisitions, most notably EB Games in 2005 for $1.44 billion. It became the dominant global destination for physical games, consoles, and accessories, building a powerful brand and a vast network of thousands of stores. Its trade-in program for pre-owned games was a key competitive advantage and profit driver.
2011–2020 · Digital Disruption
The Long Decline -45% peak-to-trough (2017–2019)
This era was defined by the steady, inexorable shift of video game sales from physical discs to direct digital downloads via console storefronts like the PlayStation Store and Xbox Store. This structural headwind led to years of declining revenue, store closures, and a falling stock price as the company's core business model was rendered increasingly obsolete.
2021–Present · Meme Stock & Transformation
The Great Reset +2,700% intra-month (Jan 2021)
In January 2021, the stock became the epicenter of a massive, retail-investor-driven short squeeze, with the price soaring to a peak of $483 per share. This event, disconnected from business fundamentals, allowed the company to raise over $1.5 billion in capital. Under new leadership from activist investor Ryan Cohen, GameStop has used this opportunity to pivot, aggressively cutting costs, shrinking its store footprint, focusing on the high-margin collectibles business, and accumulating a massive cash position for a potential transformative acquisition.
Market Appears To Be Cautiously Supportive
Price structure is neutral. The price is in a holding pattern with no clear directional commitment from the moving average stack. Relative to SPY: Performance in line with the broader market with no relative edge or drag in current window. Volume and momentum are supportive. OBV (on-balance volume) and up/down volume character favor buyers. Earnings history is strongly validating. The market rewarded the print and institutional follow-through confirms thesis re-rating is underway.
① Structure
0
Structural pillar score (-4 to +4). Driven by trend regime, SMA cross events, proximity to 52W high, and relative strength vs SPY.
② Volume / Momentum
+2
Volume/Momentum pillar score (-4 to +4). Driven by institutional footprint score, OBV divergence, and momentum character.
③ Catalyst
+3
Catalyst pillar score (-4 to +4). Driven by earnings day reaction, 20D post-earnings drift, and post-earnings volume character.
Combined Score
5 / 12
1 Price Structure & Trend Consolidating · Golden Cross
2 Momentum Mixed
3 Relative Strength vs. SPY Neutral Relative Strength
4 Institutional Footprint & Volume Mild Accumulation
5 Volatility Normal
6 Key Price Levels Range · Vol Rising
7 Earnings Reaction History Inconsistent
8 How the Verdict Is Derived Three Pillars