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GameStop Corp. (GME) compounding analysis

Full-size annual and quarterly year-over-year growth charts for revenue, EPS, operating cash flow, EBITDA, and free cash flow against the 15%, 20%, and 30% bars over 3-, 5-, and 10-year windows, with each metric's valuation multiple vs its own history.

Revenue · 5YDoes not currently clear the 15%+, 20%+, or 30%+ revenue bars over 5Y.

Score
18/100
5Y CAGR
-6.5%
Median YoY
-6.5%
YoY volatility
σ 17.9pp· uneven
Quarters ≥ 20%
3 of 20
Negative quarters
13
Valuation vs own 5Y history
P/S 3.6x · 5Y median 1.7x · 93rd percentile
How this score is computed
  • Quarters at or above 20%: 3 of 20 6 of 40 pts
  • Steadiness (typical swing 17.9pp) → 12.2 of 25 pts
  • Pace (median -6.5% YoY) → 0 of 20 pts
  • Latest quarter (14% YoY) → 0 of 15 pts
  • Score: 18 of 100

Annual revenue · last 11 fiscal years

$0.00$2.50B$5.00B$7.50B$10.00B201620182020202220242026

Quarterly YoY revenue growth vs the 20% line · 5Y

-40%-20%0%20%40%20%20222023202420252026

P/S multiple vs its 5Y median · context only

0x1x2x3x4x5x5Y median 1.7x201520172019202120232025

Across metrics · 5Y

GME reported stats per metric over 5Y: annual CAGR, median quarterly year-over-year growth, YoY standard deviation, quarters at or above 20%, and negative quarters.
Metric5Y CAGRMedian YoYYoY σQtrs ≥ 20%Neg. qtrs
Revenue-6.5%-6.5%17.9pp3 of 2013
EPS
Op cash flow37.8%
EBITDA
FCF56.5%

Reported figures over 5Y: annual-series CAGR, median and standard deviation (σ, percentage points) of quarterly year-over-year growth, quarters at or above 20%, and quarters with negative YoY. “—” means the window needs more comparable data.

Scores, qualification bars, and the 0–100 consistency methodology are documented on the compounders list page →

See also: GME on the compounders surface · All compounders, ranked

About GameStop Corp.

GameStop Corp. operates as a prominent specialty retailer, providing a diverse array of gaming and entertainment products to customers across the United States, Canada, Australia, and Europe, both through its online platforms and physical store locations. The company's merchandise includes new and pre-owned video game consoles, a wide selection of accessories such as controllers, gaming headsets, virtual reality equipment, and memory cards, as well as new and used gaming software. GameStop also offers digital gaming content, encompassing in-game currency, downloadable content (DLC), and full digital game downloads. Beyond its core gaming offerings, GameStop diversifies its inventory with licensed pop culture merchandise. These collectibles are primarily sourced from popular gaming franchises, television shows, movies, and broader pop culture themes. As of January 29, 2022, GameStop's retail network comprised 4,573 stores and e-commerce sites operating under its main brands: GameStop, EB Games, and Micromania. Additionally, the company managed 50 specialized Zing Pop Culture outlets, which retail various collectibles, apparel, gadgets, electronics, and toys. GameStop also publishes Game Informer, a well-regarded print and digital video game publication known for its reviews of new releases, previews of upcoming titles, and coverage of the latest industry developments. Established in 1996 and formerly known as GSC Holdings Corp., GameStop Corp. maintains its corporate headquarters in Grapevine, Texas.

Grapevine, TX
6,000 employees
Consumer Cyclical / Specialty Retail
Sector
Consumer Cyclical
Industry
Specialty Retail
CEO
Ryan Cohen