Revitalizing GameStop Strategy for Digital Era

Revitalizing GameStop Strategy for Digital Era
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GameStop faces challenges in consumer behavior, competition, management turnover, and stock price decline. The analysis focuses on internal struggles, leadership turnover, and capabilities, leading to a recommendation to partner with Activision for exclusive releases and sponsorships to enhance market position

  • GameStop
  • Strategy
  • Revitalization
  • Activision
  • Consumer

Uploaded on Feb 27, 2025 | 0 Views


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  1. Powering Change ALTUM CONSULTING MEMORIAL UNIVERSITY

  2. Agenda 1. Challenge Kim Sheppard 2. Analysis Curtis Whelan 3. Alternatives & Recommendation Kim Sheppard 4. Implementation Christina Fong 5. Financials & Risks Evan Foote 6. What Success Looks Like Christina Fong

  3. Challenge How should GameStop revitalize their strategy to remain top-of-mind in an increasingly digitally focused era

  4. Key issues Changing consumer behavior/preferences Fierce competition Management turnover/diversity Declining share price

  5. Objectives Innovative strategy Long-term business sustainability Consumer awareness

  6. Recommendation GameStop should partner with Activision for exclusive release collectible items and streaming sponsorships for popular online games (such as Call of Duty) and revitalize their consumer market position

  7. ANALYSIS CURTIS WHELAN

  8. Analysis Focus Areas GameStop Internal Overview The Industry Overview Competitive Landscape Customer

  9. Internal Struggles Share Price $5/Share Today $53/Share in 2014

  10. Internal Struggles - Leadership CEOs 36 Months

  11. Internal Capabilities 1. 2. 3. Broad Audience Product Differentiation Strong Marketing

  12. Internal Capabilities 1. 2. 3. Broad Audience Product Differentiation Strong Marketing There are Positives to Draw On & Potential to Rebound

  13. Internal Capabilities Financial Snapshot Net Revenue ($ USD B) 8.6 8.5 8.4 8.3 8.2 8.1 8 7.9 7.8 7.7 7.6 2016 2017 2018

  14. Internal Capabilities Financial Snapshot EBITDA ($ USD B) 800 700 600 500 400 300 200 100 0 2016 2017 2018

  15. Internal Capabilities Financial Snapshot EBITDA ($ USD B) 800 700 600 500 400 300 200 100 0 2016 2017 2018 Take A Deep Breath.

  16. GameStop Revenue Channels New Hardware New Games Software Pre-Owned Accessories Digital Collectibles Other

  17. GameStop Revenue Channels New Hardware New Games Software Pre-Owned Accessories Digital Collectibles Other Three Main Channels Supported by Others

  18. The Beatles

  19. The Customer 1. 2. 3. Tech Savvy Experience Oriented Varied Demographic But Young.

  20. The Customer 1. 2. 3. Tech Savvy Experience Oriented Varied Demographic But Young. The Customer is Demanding - Instant Gratification Matters

  21. Industry Overview The Market $ 18 Billion/yr New Video Game Products $ 32 Billion/yr Digital Content

  22. Industry Overview The Market $ 18 Billion/yr New Video Game Products $ 32 Billion/yr Digital Content Major Opportunity to Grow with the Market

  23. Industry Overview E-Sports $ 1.5 Billion 2018 Prize Money 27% Year Over Year Growth $ 1.1 Billion Spent Watching Streams

  24. Industry Overview E-Sports $ 1.5 Billion 2018 Prize Money 27% Year Over Year Growth $ 1.1 Billion Spent Watching Streams Big Opportunity to Expand Horizons

  25. Competitive Landscape Bricks & Mortar Traditional Best Buy Origin Target Steam Walmart Gamestop Kmart

  26. Competitive Landscape Bricks & Mortar Traditional Best Buy Origin Target Steam Walmart Gamestop Kmart You re Doing Okay, But Adapt. Be Proactive.

  27. ALTERNATIVES & RECOMMENDATION KIM SHEPPARD

  28. Alternatives Become a content creator 1 Exit business line 2 Partnership with Activision 3

  29. Alternative 1: Become a content creator Pros Cons Bring new life to the organization Become community player New revenue stream Extensive R&D Lack of expertise Reactive position Management resistance Large, established competition

  30. Alternative 2: Exit the business Pros Cons Cash influx for shareholders No further exposure to market decline/risks (Blockbuster) Livelihood of tens of thousands End of an era No future for the company

  31. Alternative 3: Partnership with Activision Exclusive merchandising & streaming sponsorships Pros Cons Talent access Competitively positioned products New revenue growth Recognition in the gaming community Costs

  32. Decision Matrix Objectives Alt. 1: Content creation Alt. 2: Exit business Alt. 3: Partnership Innovative strategy Long-term business sustainability Consumer awareness

  33. Recommendation GameStop should partner with Activision for exclusive release collectible items and streaming sponsorships for popular online games (such as Call of Duty) and revitalize their consumer market position

  34. IMPLEMENTATION CHRISTINA FONG

  35. Implementation Actions Activision Partnership & Framework PowerUp Rewards Improvement & Marketing Management Team Diversification Streamline Operations (Retail Stores)

  36. Why Activision Activision: Game Development Company That Produces Some of World s Most Popular Online Games. Goal: Partner with Activision to Reach Global Gaming Market and Change GameStop Position in Consumer Market.

  37. Benefits for GameStop & Activision GameStop Activision Exclusive Release to Activision Collectibles Exclusive Benefits of Activision Games GameStop = $8.3B in Annual Sales GameStop Already Sells Activision Products GameStop Ability to Boost Activision Sales Sales Boost

  38. Online Game Partnership Framework Popular Online Game Large Customer Base Established Online Game Series Continuous Improvement & Proven Track Record of Developers Proven E-Sports Following

  39. Activision Partnership: Reaching Customers Goal: Partnership Provides GameStop with Planning, Organization, and Streaming Involvement with E-Sports Events for Consumers. GameStop s Name at Global E-Sports Events Provides Activision with Time, People, & Money In-Store Merchandise with In-Game Access Rights Streaming at GameStop Locations Booths at E-Sports Tournaments

  40. PowerUpRewards Improvement Lacks Customer Segmentation & Customization Capability No Big Data Analytics Capability to Harness Sales Information Solution: Hire Contracted Data Analytics Firm to Optimize Analysis Capabilities 6 Months to Build & Setup 6 Months Continuous Improvement

  41. Additional Marketing Push Primary Marketing through Activision Partnership Additional Marketing Support from Streamers Streamers: Play Video Games and Comment on Games for General Population. My Stream Today was Sponsored by GameStop! (Think Podcast Sponsorship)

  42. Management Team Diversification Problem: Current Management Team Lacks Diversity Management Team Not Involved in Gaming Industry Unlikely They Are GameStop Customers Solution: Hiring New Talent with Industry Expertise

  43. Talent Management New Hires Must Be Involved in Gaming Industry Recruit from Top Gaming Companies Strong Tech Background Team of 5 with CEO Support

  44. Streamline Operations Assess Bottom 10% of Retail Stores Monitor Sales at Retail Locations Continuous Streamlining & Closing

  45. Implementation Timeline Short-Term (2020-2021) Activision Partnership E-Sports Sponsorships Talent Recruitment (Data Contract & Internal Employees) Mid to Long-Term (2021-2023+) Continuous Sponsorship Ongoing Evaluation and Store Monitoring Continuous Tech Innovation

  46. Implementation Costs Item Cost Activision Partnership $ 1-2 MM Talent Management $ 2 3 MM/yr Big Data Contract $ 5 10 MM Sponsorships $ 50 75 MM/yr Promo & Events $13.75 MM TOTAL $ 103.75 MM

  47. FINANCIALS & RISKS EVAN FOOTE

  48. Assumptions GameStop s cash and cash equivalents are not all tied up in securities significant cash on hand

  49. Current financial position GameStop recorded a significant net loss for 2018 Due to significant write-off of goodwill/intangible assets EBITDA of $419.50 million Does not include the income for discontinued operations Significant cash on hand paying for implementation out of cash/cashflow

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