Tearsheet

GameStop (GME)


Market Price (3/23/2026): $22.65 | Market Cap: $10.1 Bil
Sector: Consumer Discretionary | Industry: Computer & Electronics Retail

GameStop (GME)


Market Price (3/23/2026): $22.65
Market Cap: $10.1 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 -44%
Weak multi-year price returns
3Y Excs Rtn is -26%
Expensive valuation multiples
P/EBITPrice/EBIT or Price/(Operating Income) ratio is 46x
1 Attractive cash flow generation
CFO/Rev LTMCash Flow from Operations / Revenue (Sales), Last Twelve Months (LTM) is 15%, FCF/Rev LTMFree Cash Flow / Revenue (Sales), Last Twelve Months (LTM) is 15%
Meaningful short interest
Short Interest Days-to-CoverDTC = (Short Interest Share Quantity) / (Average Daily Trading Volume). Reflects how many days it would take to cover (close out) the short interest based on average volumes. High DTC can signify an increased risk of a short squeeze. is 13.98, 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 15%
Weak revenue growth
Rev Chg LTMRevenue Change % Last Twelve Months (LTM) is -12%, Rev Chg 3Y AvgRevenue Change % averaged over trailing 3 years is -13%, Rev Chg QQuarterly Revenue Change % is -4.6%
2 Attractive yield
FCF Yield is 5.6%
  Short seller report
3 Megatrend and thematic drivers
Megatrends include Digital Content & Streaming, and E-commerce & Digital Retail. Themes include Gaming Content & Platforms, and Online Marketplaces.
  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 -44%
1 Attractive cash flow generation
CFO/Rev LTMCash Flow from Operations / Revenue (Sales), Last Twelve Months (LTM) is 15%, FCF/Rev LTMFree Cash Flow / Revenue (Sales), Last Twelve Months (LTM) is 15%
2 Attractive yield
FCF Yield is 5.6%
3 Megatrend and thematic drivers
Megatrends include Digital Content & Streaming, and E-commerce & Digital Retail. Themes include Gaming Content & Platforms, and Online Marketplaces.
4 Weak multi-year price returns
3Y Excs Rtn is -26%
5 Meaningful short interest
Short Interest Days-to-CoverDTC = (Short Interest Share Quantity) / (Average Daily Trading Volume). Reflects how many days it would take to cover (close out) the short interest based on average volumes. High DTC can signify an increased risk of a short squeeze. is 13.98, 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 15%
6 Expensive valuation multiples
P/EBITPrice/EBIT or Price/(Operating Income) ratio is 46x
7 Weak revenue growth
Rev Chg LTMRevenue Change % Last Twelve Months (LTM) is -12%, Rev Chg 3Y AvgRevenue Change % averaged over trailing 3 years is -13%, Rev Chg QQuarterly Revenue Change % is -4.6%
8 Short seller report
9 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 11/30/2025 because of the following key factors:

1. Mixed Third Quarter Fiscal 2025 Financial Results. GameStop reported Q3 2025 earnings per share (EPS) of $0.24, exceeding analyst expectations of $0.18 by 33.33%. Net income also improved significantly to $77.1 million, compared to $17.4 million in the prior year's third quarter. However, net sales for the period were $821.0 million, falling short of analyst expectations of $987.3 million and representing a 4.5% decrease from the previous year. This combination of profitability improvement through cost-cutting and persistent revenue decline created a balancing effect on the stock, leading to an initial 4.3% decline after the earnings release, but preventing a sustained downward trend.

2. Substantial Cash Reserves and Undefined Strategic Pivot. GameStop maintained a significant "war chest" of approximately $8.8 billion in cash, cash equivalents, and marketable securities at the end of Q3 2025. This strong balance sheet has fueled speculation about potential transformative acquisitions in consumer tech or digital assets, aimed at rebranding GameStop as a holding company under CEO Ryan Cohen. While these reserves provide a perceived floor for the stock's valuation and attract investor confidence in a potential turnaround, the absence of concrete plans for deploying this capital has led to a "speculative neutral" stance from some analysts, limiting substantial upward movement.

Show more

Stock Movement Drivers

Fundamental Drivers

The 0.2% change in GME stock from 11/30/2025 to 3/22/2026 was primarily driven by a 17.7% change in the company's Net Income Margin (%).
(LTM values as of)113020253222026Change
Stock Price ($)22.5322.570.2%
Change Contribution By: 
Total Revenues ($ Mil)3,8483,808-1.0%
Net Income Margin (%)9.4%11.1%17.7%
P/E Multiple27.824.0-13.9%
Shares Outstanding (Mil)447448-0.1%
Cumulative Contribution0.2%

LTM = Last Twelve Months as of date shown

Market Drivers

11/30/2025 to 3/22/2026
ReturnCorrelation
GME0.2% 
Market (SPY)-4.8%20.7%
Sector (XLY)-8.9%16.2%

Fundamental Drivers

The 0.7% change in GME stock from 8/31/2025 to 3/22/2026 was primarily driven by a 95.3% change in the company's Net Income Margin (%).
(LTM values as of)83120253222026Change
Stock Price ($)22.4122.570.7%
Change Contribution By: 
Total Revenues ($ Mil)3,6743,8083.7%
Net Income Margin (%)5.7%11.1%95.3%
P/E Multiple48.124.0-50.2%
Shares Outstanding (Mil)447448-0.1%
Cumulative Contribution0.7%

LTM = Last Twelve Months as of date shown

Market Drivers

8/31/2025 to 3/22/2026
ReturnCorrelation
GME0.7% 
Market (SPY)1.1%33.1%
Sector (XLY)-6.9%29.9%

Fundamental Drivers

The -9.9% change in GME stock from 2/28/2025 to 3/22/2026 was primarily driven by a -86.2% change in the company's P/E Multiple.
(LTM values as of)22820253222026Change
Stock Price ($)25.0422.57-9.9%
Change Contribution By: 
Total Revenues ($ Mil)4,3343,808-12.1%
Net Income Margin (%)1.5%11.1%662.0%
P/E Multiple173.824.0-86.2%
Shares Outstanding (Mil)437448-2.3%
Cumulative Contribution-9.9%

LTM = Last Twelve Months as of date shown

Market Drivers

2/28/2025 to 3/22/2026
ReturnCorrelation
GME-9.9% 
Market (SPY)10.4%24.4%
Sector (XLY)0.4%28.3%

Fundamental Drivers

The 17.4% change in GME stock from 2/28/2023 to 3/22/2026 was primarily driven by a 170.1% change in the company's P/S Multiple.
(LTM values as of)22820233222026Change
Stock Price ($)19.2322.5717.4%
Change Contribution By: 
Total Revenues ($ Mil)5,9553,808-36.0%
P/S Multiple1.02.7170.1%
Shares Outstanding (Mil)304448-32.1%
Cumulative Contribution17.4%

LTM = Last Twelve Months as of date shown

Market Drivers

2/28/2023 to 3/22/2026
ReturnCorrelation
GME17.4% 
Market (SPY)70.3%16.0%
Sector (XLY)51.6%17.7%

Return vs. Risk

Price Returns Compared

 202120222023202420252026Total [1]
Returns
GME Return688%-50%-5%79%-36%16%393%
Peers Return19%-26%31%29%1%-1%47%
S&P 500 Return27%-19%24%23%16%-3%76%

Monthly Win Rates [3]
GME Win Rate50%33%50%50%33%67% 
Peers Win Rate58%33%62%65%48%47% 
S&P 500 Win Rate75%42%67%75%67%33% 

Max Drawdowns [4]
GME Max Drawdown-8%-52%-35%-43%-36%0% 
Peers Max Drawdown-6%-36%-12%-6%-24%-8% 
S&P 500 Max Drawdown-1%-25%-1%-2%-15%-3% 


[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 3/20/2026 (YTD)

How Low Can It Go

Unique KeyEventGMES&P 500
2022 Inflation Shock2022 Inflation Shock  
2022 Inflation Shock% Loss% Loss-88.3%-25.4%
2022 Inflation Shock% Gain to Breakeven% Gain to Breakeven756.1%34.1%
2022 Inflation ShockTime to BreakevenTime to BreakevenNot Fully Recovered days464 days
2020 Covid Pandemic2020 Covid Pandemic  
2020 Covid Pandemic% Loss% Loss-55.6%-33.9%
2020 Covid Pandemic% Gain to Breakeven% Gain to Breakeven125.4%51.3%
2020 Covid PandemicTime to BreakevenTime to Breakeven150 days148 days
2018 Correction2018 Correction  
2018 Correction% Loss% Loss-87.9%-19.8%
2018 Correction% Gain to Breakeven% Gain to Breakeven726.2%24.7%
2018 CorrectionTime to BreakevenTime to Breakeven517 days120 days
2008 Global Financial Crisis2008 Global Financial Crisis  
2008 Global Financial Crisis% Loss% Loss-72.4%-56.8%
2008 Global Financial Crisis% Gain to Breakeven% Gain to Breakeven261.7%131.3%
2008 Global Financial CrisisTime to BreakevenTime to Breakeven4,446 days1,480 days

Compare to BBY, AMZN, WMT, TGT, MSFT

In The Past

GameStop's stock fell -88.3% during the 2022 Inflation Shock from a high on 1/27/2021. A -88.3% loss requires a 756.1% gain to breakeven.

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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.

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  • 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.

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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)

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Game Informer (print and digital video game publication)

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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)

Latest Trefis Analyses

Trade Ideas

Select ideas related to GME.

Unique KeyDateTickerCompanyCategoryTrade Strategy6M Fwd Rtn12M Fwd Rtn12M Max DD
MBLY_2272026_Dip_Buyer_HighCashEquity_ExInd02272026MBLYMobileye GlobalDip BuyDB | Cash/EquityDip Buyer with High Net Cash % Equity
Buying dips for companies with significant net cash as a % of market cap along with meaningful cash flow generation
0.0%0.0%0.0%
MSFT_2202026_Insider_Buying_GTE_1Mil_EBITp+DE_V202202026MSFTMicrosoftInsiderInsider Buys | Low D/EStrong Insider Buying
Companies with strong insider buying in the last 1 month, positive operating income and reasonable debt / market cap
-1.1%-1.1%-3.2%
SAH_2202026_Insider_Buying_GTE_1Mil_EBITp+DE_V202202026SAHSonic AutomotiveInsiderInsider Buys | Low D/EStrong Insider Buying
Companies with strong insider buying in the last 1 month, positive operating income and reasonable debt / market cap
-5.9%-5.9%-6.1%
MAT_2132026_Insider_Buying_GTE_1Mil_EBITp+DE_V202132026MATMattelInsiderInsider Buys | Low D/EStrong Insider Buying
Companies with strong insider buying in the last 1 month, positive operating income and reasonable debt / market cap
2.9%2.9%0.0%
SONO_2132026_Insider_Buying_GTE_1Mil_EBITp+DE_V202132026SONOSonosInsiderInsider Buys | Low D/EStrong Insider Buying
Companies with strong insider buying in the last 1 month, positive operating income and reasonable debt / market cap
-0.7%-0.7%-4.6%
GME_1232026_Insider_Buying_GTE_1Mil_EBITp+DE_V201232026GMEGameStopInsiderInsider Buys | Low D/EStrong Insider Buying
Companies with strong insider buying in the last 1 month, positive operating income and reasonable debt / market cap
4.5%4.5%-0.8%

Recent Active Movers

Peer Comparisons

Peers to compare with:

Financials

GMEBBYAMZNWMTTGTMSFTMedian
NameGameStop Best Buy Amazon.c.Walmart Target Microsoft 
Mkt Price22.5762.80205.37119.02113.26381.87116.14
Mkt Cap10.113.22,199.5948.751.32,837.7500.0
Rev LTM3,80841,825716,924713,163104,780305,453205,116
Op Inc LTM2221,74279,97529,8255,117142,55917,471
FCF LTM5691,5147,69514,9232,83577,4125,265
FCF 3Y Avg2091,30724,26314,2343,70971,6298,972
CFO LTM5842,221139,51441,5656,562160,50624,064
CFO 3Y Avg2342,061113,44637,9117,517129,57922,714

Growth & Margins

GMEBBYAMZNWMTTGTMSFTMedian
NameGameStop Best Buy Amazon.c.Walmart Target Microsoft 
Rev Chg LTM-12.1%-0.9%12.4%4.7%-1.7%16.7%1.9%
Rev Chg 3Y Avg-13.5%-4.4%11.7%5.3%-1.3%14.4%2.0%
Rev Chg Q-4.6%2.4%13.6%5.6%-1.5%16.7%4.0%
QoQ Delta Rev Chg LTM-1.0%0.5%3.7%1.4%-0.4%4.0%1.0%
Op Mgn LTM5.8%4.2%11.2%4.2%4.9%46.7%5.4%
Op Mgn 3Y Avg1.4%4.1%9.4%4.2%5.1%45.3%4.7%
QoQ Delta Op Mgn LTM2.1%0.0%0.1%0.1%-0.1%0.4%0.1%
CFO/Rev LTM15.3%5.3%19.5%5.8%6.3%52.5%10.8%
CFO/Rev 3Y Avg5.7%4.8%17.5%5.6%7.1%48.5%6.4%
FCF/Rev LTM14.9%3.6%1.1%2.1%2.7%25.3%3.2%
FCF/Rev 3Y Avg5.2%3.1%3.9%2.1%3.5%27.2%3.7%

Valuation

GMEBBYAMZNWMTTGTMSFTMedian
NameGameStop Best Buy Amazon.c.Walmart Target Microsoft 
Mkt Cap10.113.22,199.5948.751.32,837.7500.0
P/S2.70.33.11.30.59.32.0
P/EBIT45.513.922.129.49.819.020.6
P/E24.020.528.343.313.923.823.9
P/CFO17.36.015.822.87.817.716.5
Total Yield4.2%10.9%3.5%3.1%11.2%5.1%4.6%
Dividend Yield0.0%6.1%0.0%0.8%4.0%0.9%0.8%
FCF Yield 3Y Avg2.7%8.1%1.3%2.3%6.5%2.3%2.5%
D/E0.40.30.10.10.40.00.2
Net D/E-0.40.20.00.10.3-0.00.0

Returns

GMEBBYAMZNWMTTGTMSFTMedian
NameGameStop Best Buy Amazon.c.Walmart Target Microsoft 
1M Rtn-3.7%-2.6%-2.3%-3.0%-2.9%-3.9%-3.0%
3M Rtn0.3%-12.6%-9.7%4.3%16.7%-21.2%-4.7%
6M Rtn-13.5%-11.9%-11.3%16.8%31.5%-26.0%-11.6%
12M Rtn-8.8%-10.0%4.7%39.7%13.8%-1.7%1.5%
3Y Rtn-0.0%-3.9%108.1%162.8%-19.2%40.8%20.4%
1M Excs Rtn-0.4%-0.1%5.4%0.7%3.1%1.0%0.9%
3M Excs Rtn1.2%-8.9%-4.0%6.3%19.2%-16.4%-1.4%
6M Excs Rtn-10.9%-11.8%-9.3%17.2%31.5%-22.7%-10.1%
12M Excs Rtn-19.5%-25.0%-9.6%24.8%-1.8%-15.4%-12.5%
3Y Excs Rtn-25.7%-71.2%46.3%98.6%-87.9%-19.9%-22.8%

Financials

Segment Financials

Revenue by Segment
$ Mil20252024202320222021
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$22.57 
Market Cap ($ Bil)10.1 
First Trading Date02/13/2002 
Distance from 52W High-35.5% 
   50 Days200 Days
DMA Price$23.47$23.37
DMA Trenddownup
Distance from DMA-3.8%-3.4%
 3M1YR
Volatility37.5%53.8%
Downside Capture118.65116.29
Upside Capture157.9288.35
Correlation (SPY)26.2%21.0%
GME Betas & Captures as of 2/28/2026

 1M2M3M6M1Y3Y
Beta1.201.190.651.010.691.06
Up Beta0.340.650.580.620.840.54
Down Beta1.400.600.500.60-0.110.21
Up Capture167%252%92%137%103%664%
Bmk +ve Days9203170142431
Stock +ve Days11213061122357
Down Capture110%89%54%127%114%112%
Bmk -ve Days12213054109320
Stock -ve Days10182960122383

[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
GME0.8%53.7%0.22-
Sector ETF (XLY)10.0%23.6%0.3425.1%
Equity (SPY)15.8%18.9%0.6421.0%
Gold (GLD)48.2%27.0%1.45-6.5%
Commodities (DBC)17.8%17.4%0.833.7%
Real Estate (VNQ)1.0%16.4%-0.1110.2%
Bitcoin (BTCUSD)-18.9%44.2%-0.3520.2%

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Based On 5-Year Data
Annualized
Return
Annualized
Volatility
Sharpe
Ratio
Correlation
with GME
GME-15.4%102.2%0.28-
Sector ETF (XLY)5.8%23.6%0.2129.9%
Equity (SPY)11.8%17.0%0.5424.8%
Gold (GLD)20.7%17.5%0.972.3%
Commodities (DBC)10.9%19.0%0.465.6%
Real Estate (VNQ)2.8%18.8%0.0621.6%
Bitcoin (BTCUSD)4.8%56.7%0.3116.3%

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Based On 10-Year Data
Annualized
Return
Annualized
Volatility
Sharpe
Ratio
Correlation
with GME
GME14.8%117.7%0.60-
Sector ETF (XLY)12.0%21.9%0.5020.0%
Equity (SPY)14.2%17.9%0.6816.8%
Gold (GLD)13.3%15.7%0.700.0%
Commodities (DBC)8.3%17.6%0.397.2%
Real Estate (VNQ)5.0%20.7%0.2115.5%
Bitcoin (BTCUSD)66.9%66.8%1.066.8%

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Short Interest

Short Interest: As Of Date2272026
Short Interest: Shares Quantity65.6 Mil
Short Interest: % Change Since 2152026-1.9%
Average Daily Volume4.7 Mil
Days-to-Cover Short Interest14.0 days
Basic Shares Quantity447.7 Mil
Short % of Basic Shares14.7%

Earnings Returns History

Expand for More
 Forward Returns
Earnings Date1D Returns5D Returns21D Returns
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%
3/26/2024-15.0%-26.6%-27.7%
...
SUMMARY STATS   
# Positive121111
# Negative121313
Median Positive8.9%14.3%8.1%
Median Negative-15.1%-14.4%-19.0%
Max Positive35.2%62.4%83.5%
Max Negative-39.4%-37.4%-47.2%

SEC Filings

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Report DateFiling DateFiling
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
10/31/202112/08/202110-Q

Insider Activity

Expand for More
#OwnerTitleHoldingActionFiling DatePriceSharesTransacted
Value
Value of
Held Shares
Form
1Robinson, Mark HaymondGeneral Counsel and SecretaryDirectSell106202620.445,475111,9012,398,572Form
2Moore, Daniel WilliamPFO and PAODirectSell106202620.445,477111,9422,211,947Form
3Moore, Daniel WilliamPFO and PAODirectSell1002202527.586,509179,5343,106,341Form
4Robinson, Mark HaymondGeneral Counsel and SecretaryDirectSell1002202527.584,449122,7153,097,570Form
5Moore, Daniel WilliamPFO and PAODirectSell903202522.6883018,8242,701,846Form