Revenue Strategy For Gamestop: Nyu Adc Team New York University
Revenue Strategy For Gamestop: Nyu Adc Team New York University
Revenue Strategy For Gamestop: Nyu Adc Team New York University
for
GameStop
NYU ADC Team
New York University
Argha Mondal
Daniel Yates
Yuantao Li
Alex Martin
Debapriya Basu 1
Problem Statement Solutions
Generate $4.5b in revenue within 5 Repurpose the physical stores
years to offset declining division
2
SWOT Analysis of GameStop
Weakness
• Dependence on few
Strengths Suppliers
• Extensive retail presence • Vulnerable to disruptive
• Strong distribution network market
• Strong brand name
• Liquidity position
Threats
• Expansion by Competitors
• Government Regulations
Opportunities • Currency Translation
• Focus on Video Game Industry
• Growth of Web-Based Stores
• Partnership Initiatives
3
GameStop: Current Annual Revenue
New video game software Pre-owned video game products
Video game accessories Digital
Technology Brands Collectibles
Other 3.1% 2.1%
6.9% New
9000
8.5%
28% Pre-owned
8000
Net sales in million U.S. dollars
2000
4
Strategy
Maximize Reach
Diversify into new markets while retaining
loyal customers
Global Services
Provide world-class gaming experience
Business Relationship
Strategic initiative with our partners
5
5
Global Market 1000 912
Number of gamers in
800
millions
600
392
400 338
200
0
Asia America EU
Pacific
USA
Europe
6
Market Behavior
25
22.4
Value in billions of U.S. dollars
Digital Physical
20 18.4
16.3 3000 6000 5,524
Number of gamers in
millions
10.3 9.9 9.6 1500 3000
1,7941,682 1,670
dollars
10 8.7 9.3 9
1000 2000
7.1 7.4 547
500 1000
5.3
5 0 0
2017*
2015
2014
2016
2018*
2020*
2019*
2021*
0 Source: PwC; Best The News ID 246888
2011 2012 2013 2014 2015 2016 2017* 2018* 2019* Source: Akamai Technologies; TechValidate; Applause (ARC) ID 608933
• Hardware and software market sustained an average 6.6% loss in annual revenue
• Digital market maintained 11.3% increase in annual revenue over last 5 years.
dollars
10.6
10 8.6 4000
7.1
4.6 5.7 29.41%
5 3.1 3.8 2000 Europe North America
1.261.52
0 0 Asia Rest of World
2022*
2022*
2015
2015
2014
2016
2014
2016
2017*
2018*
2020*
2017*
2018*
2020*
2019*
2023*
2025*
2019*
2023*
2025*
2024*
2021*
2021*
2024*
Source: SuperData Research; IGN ID 499698
Source: Merrill Lynch; Bank of America; Statista estimates ID 685704 Source: Statista estimates; Grand View Research ID 784126
Share of shipments
0.0% 20.0% 40.0%
• The AR/VR gaming market is expected to grow at a robust CAGR Sony
of 10.9% during the forecast period of 2018-2025 Oculus (facebook)
• Currently the market is concentrated and major 4 firms control HTC
80% of the market Microsoft
Others
Source: TrendForce ID 755645
8
Consumer Interest in AR/VR
Share of respondents
Share of respondents
OVERALL 11% 24% 23% 35% 6% 0.0% 20.0% 40.0%
ALL GAMERS 17% 32% 23% 21% 6% The feeling of entering… 47%
CONSOLE GAMERS 27% 37% 18% 11% 7% The technology 36%
Trying something completely… 31%
PS4/XBOX ONE GAMERS 37% 35% 13% 8% 7% Intense gaming experience 26%
SMARTPHONE/TABLET GAMERS
Possibility to be 'part of the… 21%
22% 33% 22% 17% 5%
New possibilities for… 16%
PC GAMERS 18% 33% 22% 21% 6% Don't know 16%
Source: Statista Survey ID 790471
Very interested Somewhat interested Not very interested
100.0%
Not at all interested Don't know Source: gamesindustry.biz; Ipsos ID 529951
78%
Share of respondents
80.0%
57%
60.0%
• Major AR/VR wearables available in the market
40.0% 30%
cost >$350 13%
20.0%
• 18% of the gamers are willing to spend >$200 to 0.0%
1% 2% 4%
9
Acquisition of AR/VR Company
• Multi-platform access
• Incredibly fast
• Project North-Star
• Aesthetic
Market evaluation: $515M
Source: JP Morgan Chase (2018)
Revenue in billion $
2.2
1.4
10
Fading in-store sales
Avg sales per square foot 8000
11704.4 12034.1
12000
10378.2
Number of Stores
800
$684.73 $673.93 7117 8000
600 7000
6000
6675 6690
400
4000
6500
200 2000
0 6000 0
2013 2014 2015 2016 2017 2013 2014 2015 2016 2017
Source: eMarketer Inc.
11
Three-Tranche Development Program
Brand recognition
Flagship 20 Stores Exceptional customer experience
High
Stores (major markets) Support for digital offerings
Events and competition streaming
12
Changing stores into experience centers
GameStop opened its “store of the future” in Palo Alto and other
24 other flagship stores in 2010.
These stores feature larger area for walking and watching demos,
as well as buying and selling.
13
Key features of modern experience centers
Cost:
Design fee $10,000
Construction materials fee $200,000
Furniture fee $150,000
Labor cost (10 members) $200,000
Total cost per store $660,000
15
16
Timeline
2020 2022 17
Thank You
18
19
20
21
22
23
•Simplest game for VR/AR – $5 000 – $8 000;
•Online shop in virtual or augmented reality –
$15 000 – $25 000;
•Horror game – $20 000 – $80 000;
•3Ds Max in VR – $50 000 – $200 000;
•MMORPG – from $100 000
24