GameStop (GME) Henry Fund Research Investment Recommendation SELL
Transcription
GameStop (GME) Henry Fund Research Investment Recommendation SELL
April 16, 2012 RETAIL (Specialty) Henry Fund Research GameStop (GME) Investment Recommendation Current Price $21.23 Target Price Range $20-24 Seth Goldstein [email protected] SELL INVESTMENT THESIS (-) Video game developers, like EA, have begun discouraging gamers from playing used games by shutting down their online servers for video games over two years old. We project this will slow the growth of used game sales to around 3%, from, its five-year CAGR of 14%. (-) Microsoft’s “New Xbox” and Sony’s PlayStation 4, which are expected to be released in November 2013, are anticipated to take measures to increase the costs for used games such as requiring access code purchases. We project these extra costs to further decrease used video game demand. Source: Bloomberg Key Stock Statistics 52-Week Price Range $18.34-28.66 Market Capitalization (B) $2.91 Shares Outstanding (M) 133.98 Institutional Ownership 6.80% 60-Month Beta 0.98 Dividend Yield 2.76% Price/Earnings (ttm) 9.80 Price/Book 0.96 Price/Sales 0.30 ROA (ttm) 6.86% ROE(ttm) 11.45% Projected 5-Year Growth -3.49% EPS ($) Year EPS 2009 2.28 2010 2.68 2011 2.42 2012E 3.13 2013E 3.27 2014E 3.05 All earnings represent earnings from operations and have been filtered from net nonrecurring gains. Valuation Models Discounted Cash Flow 21.71 Economic Profit 21.71 Relative P/E 38.23 Dividend Discount Model 14.84 (-) The Xbox Live and PlayStation Network markets already sell new games available to download. We project the majority of new games will be available to purchase online by 2016, which will decrease sales for brick-and-mortar retailer. (-) GME’s $1 Value over the past three and five years is -0.33 and -0.01, respectively. For each $1 in retained earnings, the stock price has fallen by an average of -$0.33 over the past three years and -$0.01 over the past five years. (-) GME recently settled a class action lawsuit over consumers having to pay an additional fee to access downloadable content for some of its used games. This forced GME to drop the prices on some of its used games that previously sold for around $5 less than the new game. (+) GME is now free of all long-term debt excluding operating leases. We view this move as positive to protecting shareholders in the case of a significant decline in revenue and earnings. (+) Management recently initiated a $0.15 1 quarterly dividend beginning in 2012 Q1. Also, the Board of Directors approved a $500MM share repurchase plan. We like management’s plan to return capital to shareholders. Important disclosures appear on the last page of this report. THE UNIVERSITY OF IOWA Henry Fund Research Henry B. Tippie School of Management EXECUTIVE SUMMARY 2011 was a year of transition for GameStop Corp. (GME, the Company). The Company paid off all of its non-lease long-term debt and initiated a $0.15 quarterly 1 dividend that will begin in 2012 Q1. Additionally, GME acquired Impulse, a digital PC distribution platform and Spawn Labs, a streaming technology firm, as part of an overall strategy to increase its online revenues, which 2 grew 57% in 2011. We view these moves as favorable to GME’s future as we project the video game industry to transition into a digital marketplace over the next five years. Gross Profit by Merchandise Segment, Source: GME SEC Filings GME also reports its revenues based on four categories of merchandise: New Video Game Hardware, New Video Game Software, Used Video Game Products and Other. In 2011, around 77% of GME’s gross profit came from New Video Game Software and Used Video Game Products. While New Video Game Software generated 42.2% of 2011 total revenues, Used Video Game 1 Products provided the highest gross margin at 46.6%. Over the next two years, Nintendo (NTDOY), Microsoft (MSFT) and Sony (SNE) are all projected to release new consoles, which could allow users to download new games and may contain features that would hurt the used video game market. Measures are already being taken by game developers, like Electronic Arts 3 (EA), to reduce the features of used video games. We see the used video game market shrinking over the next five to ten years. Additionally, GME’s same store sales were down 2.1% 4 in 2011. We project this decline in same store sales to continue as the video game market goes digital. Although we were pleased with management’s strategy to pursue online growth as well as the decisions to adjust the capital structure and return profits to shareholders, GME is currently trading within the range of our price target and we are rating the stock a SELL. COMPANY DESCRIPTION Revenues by Merchandise Segment, Source: GME SEC Filings GME is the world’s largest video game retailer. The Company sells both new and used video game hardware, software, PC software and merchandise in its stores as well as digital video game and PC software online. GME operates in four segments based on geography: United States, Canada, Australia and 1 Europe. The Company aligns management with shareholder interests through its ESOP, where 5 management currently owns 5.48%. New Video Game Hardware Video Game hardware currently includes products from Microsoft (Xbox 360 and Kinect), Nintendo (DSi, DSi XL, 3DS and Wii) and Sony (PlayStation 3 and PSP). NTDOY’s Wii U is scheduled to come out in November of 2012. MSFT’s new Xbox (referred to as “New Xbox” due to lack of the console being publicly named) and SNE’s new PlayStation (referred to as PS4) are 6 expected to be out in time for the 2013 holiday season. We project the new consoles will increase this segment’s revenues at around a 10% CAGR between 2013 and 2015, as was the case from 2006 to 2008 when the Xbox 360 and PS3 were new. During this time, the Video Game Hardware segment averaged 21.61% of total revenues, as compared to an average 1 of 18.13% from 2009 to 2011. 2 THE UNIVERSITY OF IOWA Henry Fund Research Henry B. Tippie School of Management New Video Game Software RECENT DEVELOPMENTS Video Game Software includes over 800 different units such as EA’s Madden NFL, MSFT’s Halo, NTDOY’s Super Mario and Activision Blizzard’s (ATVI) Call of 6 Duty. The number of new games has declined over the past few years and is not expected to increase until 1 after the new consoles are released. Used Video Game Lawsuit On April 9, 2012, a California class action lawsuit was settled between GME and the law firm Barron and Budd (B&B) regarding downloadable content (DLC) that the packaging of certain used video games claims is free. Because the video games are used, gamers must pay a $15 fee to access the DLC. Many of GME’s newer used games were selling for around $5 less than the cost of buying the game new, which caused consumers to pay 16 more for the used game than to buy it new. Although we project this segment to grow around 2% per year through the end of 2014, we see a -5% annual decline in this segment’s revenues beginning in 2015 due to video game developers selling new games online that will be available for download on to the new consoles as well as increased competition from other The terms of the settlement include GME having to pay retailers such as Wal-Mart (WMT), Target (TGT), consumers in the class the $15 required to access the Amazon (AMZN) and Best Buy (BBY). DLC as well as post signs in its stores that some video games may require additional an additional purchase. Used Video Game Products Additionally, GME dropped the prices of many of the used games mentioned in the lawsuit. Although the GME classifies itself as the largest used video game current lawsuit only applies to California consumers, retailer in the world. In 2011, the Used Video Game B&B is collecting claims from users in other states and segment saw over $2.6BB in revenues and was GME’s we project the lower used game prices to occur in all of second largest segment only to New Video Game GME’s stores.16 Software. This segment consists primarily of used video games that consumers can trade in for discounts on As a result of the lower prices, we are projecting GME’s other products through GME’s PowerUp Rewards Used Video Game Products category to see at a 1.0% 1 program. CAGR in 2012 and 2013, versus its 4.6% CAGR from 1 2009 to 2011. We project this segment to experience the greatest decline starting at -7.5% in 2014 and decreasing further 2011 Annual and Q4 Results each year to -25% in 2017 due to both the new consoles and game developers limiting the In 2011, GME’s Revenues were up 0.81% to $9.55BB attractiveness of used video games to the consumers. from $9.47BB in 2010, although its United States segment revenues were down 0.66% from $6.68BB to 1 $6.64BB. As a whole, U.S. video game sales were down over 8% to $17.02BB in 2011 versus $18.59BB in The Other category comprises non-video game 2010.7 merchandise. This includes PC Software from publishers such as EA, MSFT and ATVI. Another part The industry also experienced a 21% year-over-year of this segment is Downloadable Content and revenue decline in December from $5.07BB in 2010 to Subscription/Time/Points Cards, which allow users to $3.99BB in 2011. December typically accounts for access both GME’s online content as well as MSFT’s around 28% of annual video game sales.8 GameStop’s 1 Xbox Live and SNE’s PlayStation Network. 2011 Q4 sales were down 3.6% compared to 2010. Although the Company does not report December This segment is also made up of video game sales, it reports Holiday sales, which are revenues accessories such as special controllers or video game during the nine-week period from November and strategy guides. In 2011, GME began selling what it December. In 2011, Holiday sales were down 2.0% calls Mobile Products, which consists of refurbished from the 2006 to 2010 five-year average.4 1 iPods, iPhones, iPads and other tablets. Other Although we were pleased to see GME’s sales have outperformed the video game industry, we are bearish on the industry as a whole through the end of 2013 when the New Xbox and PS4 are expected to be released. We like GME’s addition of refurbished Apple products as well as other tablets and project this segment to grow at a slow but steady 0.5% annually due to the variety of merchandise. 3 THE UNIVERSITY OF IOWA Henry Fund Research Henry B. Tippie School of Management we projected the PV of leases to decline at a CAGR of -2.8% due to fewer total stores each year. Capital Allocation In February 2012, GME announced a $0.15 quarterly dividend beginning in 2012 Q1. This was the first dividend in company history. Using our 2012 EPS projection of $3.14, we calculated a payout ratio of just over 19%. Given the used video game industry’s unpredictability due to the upcoming console releases, we feel GME’s initial dividend is slightly aggressive and projected it to stay constant over the next six years. Sources: Gamasutra, GameStop News Release While GME’s 2011 Q4 operating earnings were in line with managerial guidance at $1.73 per share, the Company’s actual earnings were $1.28 due to an asset impairment and restructuring charge of $81.2MM that was incurred due to international goodwill impairment and lease termination fees. 2011 EPS was $2.42, 4 compared to $2.68 in 2010. Additionally, The Board of Directors also authorized $500MM in share repurchases, which replaced the 4 $253MM that was on the existing plan. We calculated GME will have enough capital to continue this plan over the next six year and project shares outstanding to decrease at a CAGR of -3.7%. INDUSTRY TRENDS Management provided 2012 EPS guidance of at least an 8% growth over its 2011 $2.87 EPS, which excluded Moving Online 4 the special charges. We project a 2012 EPS of $3.17, excluding any additional asset impairment or special In 2011, GME saw a 57% increase in digital revenue charges. This is slightly below consensus estimates of 5 from 2010. While we like the Company’s response to 16 $3.19. this industry trend, we see the online revenue growth as partially a result of cannibalization, which also factored Long-Term Debt and Leases in its same store sales being down -2.1% in 2011. We see customers making digital purchases that they In December of 2011, GME retired the remaining would have previously made in GME’s stores, versus $125MM of its outstanding senior notes, making the the digital revenues coming from new customer company debt-free excluding leases. In its 2011 Annual sources. Report, the company listed a total of $1,125MM in leases. We calculated the present value (PV) of GME’s To begin 2012, new video game sales were down 34% leases to be around $963MM, down 11.13% from our and 20% year-over-year in January and February, 1 calculated 2010 PV of $1,083MM. respectively. In February, new video game and console sales netted $1.06BB, however the combination of used games, social and mobile titles, digital downloads, 10 rentals and online subscriptions brought in $600MM. In February 2012, EA reported a 79% increase in yearover-year digital revenue in its FY 2012 Q3 Earnings release. Additionally, EA is projecting its digital revenues to increase 42% from FY 2011. In 2011, EA announced a restructuring plan related to its packaged goods and distribution businesses, which made up 46% of its revenues in 2009 but are expected to be only 11% 18 in 2012. EA’s biggest customer is GME. In 2011, GME accounted for over 15% of EA’s total revenues. Sources: GME SEC Filings, Henry Fund Research The decline reflects management’s strategy of closing stores that do not meet its profitability goals. In 2011, GME opened 285 new stores and closed 272. Management has projected the Company will open new 1 150 stores and close 200 during 2012. Going forward, 4 THE UNIVERSITY OF IOWA Henry Fund Research Henry B. Tippie School of Management While we do project consumers downloading these games to take away from traditional video game revenue streams such as new and used games on gaming consoles, we see the industry’s revenues growing in 2013-2015 as the New Xbox and PS4 are released. EA’s Segment Mix, Source: Electronic Arts Similarly, ATVI’s digital revenues have experienced a 15.28% CAGR from 2009 to 2011. GME is ATVI’s second biggest customer (only to WMT). In 2010, GME accounted for 12% of ATVI’s revenues, yet in 2011, ATVI did not have any customers account for at least 10% of total revenues. We see this as a shift for ATVI’s distribution and project it will increasingly sell a greater percent of its products through its own online 23 distribution. Sources: GME SEC Filings, Henry Fund Research MARKETS AND COMPETITION Within the video game retail industry, the threat of new entrants is high. This is due to the ease with which a retailer can add a video game section. General retail companies like WMT and TGT and electronics stores like Best Buy (BBY) already have a video game section. Any retail companies in these industries could easily add one a video game section by creating shelf 12 space. Additionally, with a growing percentage of industry revenues coming from online sources, GME’s current suppliers like EA and ATVI are beginning to sell their products online. In addition to other traditional retail stores, GME has to compete with online distribution platforms as well. ATVI Revenues 2009 – 2011, Source: SEC Because the video game industry is constantly adapting to new technology, the threat of substitute products is high. The most recent example of this is the emergence of the smartphone and tablet video game markets, where the devices are not made specifically to play video games, like the traditional consoles, but the number of video game users from these devices has been growing faster than the rest of the video game 12 industry. Smartphones and Tablets Around 49.7% of all cellular phone subscribers own a 11 smartphone. As smartphones continue to gain market share, we project mobile gaming users, who account for 9 55% of all video game players, to increase. Many of these mobile games are free and the average game 12 costs less than $5. Because of the low revenue generated per-game, we do not see mobile gaming developers as a growth industry, but do note the Finally, the rivalry among existing competitors is intense significant increase in smartphone video game play. due to the large number of retailers that sell video game Tablets are expected to be one of the video game products. Because customers buy the exact same industry’s fastest growing segments. In 2011, video products at any of the retail stores, price becomes the game revenues from tablets were $491MM. In 2014, biggest factor in customer selection and margins on the revenues are expected to be $3.1BB, which would new products are lower as a result. GME has found a 19 niche by also focusing on used video game products, indicate an 84.82% CAGR. 5 THE UNIVERSITY OF IOWA Henry Fund Research Henry B. Tippie School of Management which other nationwide retailers have not been able to decline in video game sales being enough to 12 imitate. significantly affect overall performance. This contrasts with GME, who, with the exception of its refurbished smartphones and tablets, is a pure-play retailer within the video game industry. Sources: Thomson Reuters, Henry Fund Research GME is well capitalized compared to the other firms within the video game industry. The Company has a higher Dividend Yield, lower forward P/E, lower Priceto-Tangible Book Value (Shareholders’ Equity minus Goodwill), lower Debt-to-Equity and a higher forward 21 Revenue-per-Share than the average of its peers. While we like GME’s position compared to other retail firms, we are bearish on brick-and-mortar retail video game stores due to our projections of a digital transition in the video game industry. In its November 2011 10-Q, BBY listed video gaming as a reason for its same store 22 sales decline. BBY and WMT’s 52-Week Price Movements, Source: Bloomberg ECONOMIC OUTLOOK Consumer Spending The video game industry sells products and services that are discretionary. In the immediate years after the financial crisis of 2008, the video game industry experienced a weakened demand as consumers had 12 less per capita disposable income. Additionally, GME has a higher ROIC and lower forward EV to Sales than the average of its peers. The Company does have a lower Net Margin and a lower 1Year Stock return than its peers. Although GME had a higher year-over-year EPS than its peers, the majority of big players in the video game industry saw a decline 22 in EPS from 2010 to 2011, including GME. The decline in disposable income had an adverse effect on industry revenues. We see consumer spending on discretionary purchases as a product of disposable income, which is affected by unemployment and consumer confidence. Unemployment has declined from a peak of 10.0% in 2009 to a current level of 14 8.2%. Our Henry Fund unemployment projections are 15 8.0% in six months and 7.4% in two years. Sources: Thomson Reuters, Henry Fund Research confidence to While electronics retailers like BBY can be affected by Additionally, we project consumer 15 video game sales, GME’s competitors like WMT and increase over the next two years. As unemployment TGT, see less than 2% of their total revenues from decreases, consumers have more income for 12 video games. For general retailers, we do not see a 6 THE UNIVERSITY OF IOWA Henry Fund Research Henry B. Tippie School of Management discretionary purchases. When consumers’ confidence playing video games, we project these new gamers to rises, they are more likely to make retail purchases. play mostly mobile, tablet and social media games. This provides limited interactions for GME to increase its customer base in these emerging segments. Source: Bloomberg For video game retailers, like GME, consumer Source: Entertainment Software Association confidence levels have not returned to 2008 levels, and retail sales have followed. From the industry peak of CATALYSTS FOR CHANGE $41.2BB in 2008, revenues have declined the last three years and are expected to slightly decline in 2012 New Consoles before increasing in 2013 due to the New Xbox and 12 PS4 releases. In November 2013, MSFT is expected to release its New Xbox and SNE is expected to release its PS4. While these new consoles are projected to still have disc ports, rumors suggest the New Xbox and PS4 are unlikely to play video games designed for previous 8 consoles, as the current Xbox 360 and PS3 allow. This means that all users who switch to the new MSFT and SNE system will no longer be able to play any of their old games. Also, there is speculation that the New Xbox and PS4 will require users to pay an additional fee to play a used game. This would work by requiring the initial user to enter in a registration number when the game is first played to fully unlock the game. When a different gamer tries to play the used game, the game would then require the user to pay an additional fee and register online. This is the same way that PC games currently 8 work. Source: IBISWorld GME was able to increase its revenues in both 2009 and 2010 due to opening more stores, however its same store sales were down -7.9% in 2009 compared with an average increase of 16.3% from 2006 to 2008. The Company’s same store sales increased 1.1% in 1 2010 but then fell -2.1% in 2011. We project GME will see some added revenues from an increase in consumers’ discretionary income going forward as customers gain confidence and return to making discretionary purchases within the video games industry. Changing Demographics This practice already exists with many games on the current Xbox 360 and PS3 consoles. Game developers such as EA already require used game users to purchase an additional online pass to access the full features of the game. EA has also shut down its online servers for the majority of its games that are over two 3 years old. This is a change for EA, who kept its servers 6 open for many three-year old games the previous year. Demographics in the video game industry are rapidly changing. In 2011, 29% of all gamers were over the age of 50. This is up from 9% in 1999. Additionally, 9 42% of all gamers are now women. Although there are many new segments of the population who are now In addition to weakening the used game market, the New Xbox and PS4 are expected to eventually offer new versions of every game on each system’s 8 respective online platform. The current online markets (MSFT’s Xbox Live and SNE’s PlayStation Network) 7 THE UNIVERSITY OF IOWA Henry Fund Research Henry B. Tippie School of Management INVESTMENT NEGATIVES already allow users to purchase and download some games. (-) Video game developers, like EA, have begun discouraging gamers from playing used games by shutting down their online servers for video games over two years old. We project this will slow the growth of used game sales to around 3%, from, its five-year CAGR of 14%. (-) Microsoft’s “New Xbox” and Sony’s PlayStation 4, which are expected to be released in November 2013, are anticipated to take measures to increase the costs for gamers who play used games such as requiring access code purchases. We project these extra costs to further decrease the demand for used video games. Sources: GME SEC Filings, Henry Fund Research (-) The Xbox Live and PlayStation Network markets already sell new games available to download. We project the majority of new games will be available to purchase online by 2016, which will decrease sales for brick-and-mortar retailer. While we do not see this happening with the majority of new games until 2015-16, we project GME’s revenues will suffer in the future due to the industry deterring used video game play as well as shifting to an online distribution for new video games. Additionally, with the smartphone and tablet video games taking some revenues away from traditional PC and console video game systems, we are bearish on the brick-and-mortar side of the video game retail industry. As the industry moves to a digital distribution, we see the game developers distributing content directly to the system manufacturers’ online networks, with the retailers beginning to get cut out of the process. (-) The market for video games on smartphones and tablets, most of which are free or low-cost (under $5), is the fastest growing segment of the video game industry. GME currently has limited access to these potential customers, who now 7 make up 55% of all video game users. (-) GME’s $1 Value over the past three and five years is -0.33 and -0.01, respectively. This means that for each $1 in retained earnings, the stock price has fallen by an average of -$0.33 over the past three years and -$0.01 over the past five years. INVESTMENT POSITIVES (+) GME is now free of all long-term debt excluding operating leases. We view this move as positive to protecting shareholders in the case of a significant decline in revenue and earnings. (-) GME recently settled a class action lawsuit over consumers having to pay an additional fee to access downloadable content for some of its used games. This forced GME to drop the prices on some of its used games that previously sold for around $5 less than the new game. (+) Management recently initiated a $0.15 1 quarterly dividend beginning in 2012 Q1. Additionally, the Board of Directors approved a $500MM share repurchase plan. We have a favorable view of management’s plan to return capital to shareholders. VALUATION 5 (+) In 2011, GME’s online revenues grew 57%. Through acquisition, GME is investing in generating more revenues online. As the video game industry moves from the traditional brickand-mortar to a more digital market, we are pleased to see management taking action to adapt. Assumptions The assumptions that provide the basis for our model begin with GME’s revenues. We analyzed the Company’s revenues by looking at sales-per-store per operating segment as well as growth rates for the four merchandise categories. When projecting future revenues, we grew the sales-per-store until 2014 for all four segments. We think management is doing an adequate job of handling store locations and chose our 8 THE UNIVERSITY OF IOWA Henry Fund Research Henry B. Tippie School of Management per-store growth rates based on the merchandise categories. In 2013 and 2014, we are predicting a 10% growth in the New Video Game Hardware category, which has been declining since 2008, because of the New Xbox and PS4. Expenses, Other Current Assets, Deferred Revenue, and Accrued Liabilities as a percentage of revenue based on recent three and five year averages. Relative P/E In modeling GME on a relative P/E basis, the price returned was almost double GME’s current trading price. This is in line with our expectations because the average forward P/E of GME’s peers is 11.9. With the exception of BBY, every other company is currently 16 trading at a forward P/E well above that of GME. We believe this is accurate as the future of video game brick-and-mortar retailers is more uncertain than both other retailers and other companies within the video game industry, such as EA or ATVI. In summary, although the relative P/E model suggested GME is Source: GME SEC Filings, Henry Fund Research significantly undervalued, we place a greater emphasis Beginning in 2015, a full year after the New Xbox and on our DCF/EP model when calculating GME’s intrinsic PS4 are released, we are predicting a -11% decline in value. Used Video Game revenues, as well as a -2% drop in New Video Game Hardware and a 5% fall in New Video Buy Discipline Game Software. To account for online growth, we slightly reduced the impact of our original decline in all Our SELL rating on GME derives from our bearish three categories. We grew the Other category at a slow stance on the economic future of video game brick-andand steady rate due to the addition of refurbished Apple mortar retail sales. We like the Company’s products. Our COGS was based on the average COGS fundamentals as well as management’s capital investment and allocation decisions in preparing for the per merchandise category over the past three years. future, however the stock is currently trading in the The rest of the model was based on total revenues and range of our price target. number of stores. Management indicated it plans to reduce the total number of stores by 50 during 2012. We reduced the total number of stores by 25 each year starting in 2013, as we see management keeping a close watch on store profitability. Based on fewer stores each year, we also reduced Net Property and Equipment and Operating Leases. As Benjamin Graham wrote in Security Analysis, “the danger of paying the wrong price is almost as great as 17 that of buying the wrong issue.” Because entry price is a critical aspect of any investment, we would change our recommendation should GME’s price fall to a level that provides significant upside to our intrinsic value calculations. Additionally, in the future, should GME be able to transition its Impulse or another digital distribution platform and become an exclusive new video game retailer on the Xbox Live, PlayStation Network or other substantial digital market, the Company would then be able to increase its digital market share of video game sales. In this event, we would revisit our future revenue and cost projections in order to incorporate this information in to our model. Source: GME SEC Filings, Henry Fund Research Additionally, we reduced Inventories after 2014, when we predict a revenue slowdown and reduced Accounts Payable to match Inventories. We kept most balance sheet categories such as Receivables, Prepaid 9 THE UNIVERSITY OF IOWA Henry Fund Research Henry B. Tippie School of Management 18. “Electronic Arts Inc. Q3 FY 2012 Results.” Electronic Arts. http://files.shareholder.com/downloads/ERTS/1775597122x 0x539025/23054fd7-0504-4bf9-a87123f2f97fa0c8/Q3FY12_EarningsSlides_FINAL.pdf REFERENCES 1. “GME 10-K.” SEC. www.sec.gov 2. “GME 2011 Earnings – 2012 Outlook.” GameStop. http://phx.corporate-ir.net/phoenix.zhtml?c=130125&p=irolpresentations 3. “Online Service Updates.” http://www.ea.com/1/service-updates 4. 5. Electronic 19. “Analyst: Tablet gaming revenues to surpass $3.1B by 2014.” Gamasutra. http://www.gamasutra.com/view/news/166542/Analyst_Tabl et_gaming_revenues_to_surpass_31B_by_2014.php Arts. 20. “EA 10-K.” SEC. www.sec.gov “GameStop Reports Sales and Earnings for Fiscal 2011.” GameStop. http://phx.corporateir.net/phoenix.zhtml?c=130125&p=irolnewsArticle&ID=1675331&highlight= “GameStop Corp – Ownership.” MSN Money. http://investing.money.msn.com/investments/institutionalownership?symbol=gme 6. GamesIndustry International. http://www.gamesindustry.biz/ 7. “A disappointing December leads to 2011 retail video game declines.” Gamasutra. http://www.gamasutra.com/view/news/39625/A_disappointi ng_December_leads_to_2011_retail_video_game_declines .php 8. “PlayStation 4 name Orbis, won’t play PS3 titles, will block used games – rumor.” GamesIndustry International. http://www.gamesindustry.biz/articles/2012-03-28playstation-4-named-orbis-wont-play-ps3-titles-will-blockused-games-rumor 9. “2011 Essential Facts About The Computer And Video Game Industry.” Entertainment Software Association. 21. “GameStop Corp: Comparables.” Thomson Reuters. 22. “BBY 10-Q.” SEC. www.sec.gov 23. “ATVI 10-K.” SEC. www.sec.gov IMPORTANT DISCLAIMER This report was created by a student(s) enrolled in the Applied Securities Management (Henry Fund) program at the University of Iowa’s Tippie School of Management. The intent of these reports is to provide potential employers and other interested parties an example of the analytical skills, investment knowledge, and communication abilities of Henry Fund students. Henry Fund analysts are not registered investment advisors, brokers or officially licensed financial professionals. The investment opinion contained in this report does not represent an offer or solicitation to buy or sell any of the aforementioned securities. Unless otherwise noted, facts and figures included in this report are from publicly available sources. This report is not a complete compilation of data, and its accuracy is not guaranteed. From time to time, the University of Iowa, its faculty, staff, students, or the Henry Fund may hold a financial interest in the companies mentioned in this report. 10. “Video game sales take another plunge in February.” USA Today. http://content.usatoday.com/communities/gamehunters/pos t/2012/03/video-game-sales-take-another-plunge-infebruary/1#.T3yi4NUyD31 11. “Smartphones Account for Half of all Mobile Phones, Dominate New Phone Purchases in the US.” The Nielsen Company. http://blog.nielsen.com/nielsenwire/online_mobile/smartpho nes-account-for-half-of-all-mobile-phones-dominate-newphone-purchases-in-the-us/ 12. “Video Games in the U.S.” IBISWorld. March 2012. 13. “Consumer Expenditure Tables.” Bureau of Labor Statistics. http://www.bls.gov/cex/csxstnd.htm#2003 14. “Economic Calendar.” Bloomberg. http://www.bloomberg.com/markets/economic-calendar/ 15. Source: Henry Fund Research 16. Source: Factset. 17. “Security Analysis.” Graham, Benjamin. Dodd, David. 2009 6th Edition. McGraw Hill Company. 10 GameStop Corp Revenue Decomposition All Figures in millions Fiscal Years Ending Dec. 31 2009 2010 2011 2012E 2013E 2014E 2015E 2016E 2017E Operating Segments Revenue United States Canada Austrailia Europe Total 6275.0 491.4 530.2 1781.4 9078.0 6681.2 502.3 565.2 1725.0 9473.7 6637.0 498.4 604.7 1810.4 9550.5 6650.69 499.43 605.95 1814.13 9570.19 6836.25 513.36 622.85 1864.75 9837.22 6876.02 516.35 626.48 1875.60 9894.45 6513.53 489.13 593.45 1776.72 9372.83 5992.09 449.97 545.94 1634.48 8622.48 5519.56 414.49 502.89 1505.59 7942.53 Same Store Sales Increase (Decrease) -7.90% 1.1% -2.1% Product Segments Revenue New video game hardware New video game software Used video game products Other Total 1756.5 3730.9 2394.1 1196.5 9078.0 1720.0 3968.7 2469.8 1315.2 9473.7 1611.6 4048.2 2620.2 1270.5 9550.5 1559.99 4086.89 2646.40 1276.91 9570.19 1715.99 4165.02 2672.87 1283.35 9837.22 1887.59 4244.63 2472.40 1289.83 9894.45 1849.84 4032.40 2194.26 1296.33 9372.83 1664.85 3830.78 1823.98 1302.87 8622.48 1631.55 3639.24 1362.28 1309.45 7942.53 19.35% 41.10% 26.37% 13.18% 100.00% 18.16% 41.89% 26.07% 13.88% 100.00% 16.87% 42.39% 27.44% 13.30% 100.00% 16.30% 42.70% 27.65% 13.34% 100.00% 17.44% 42.34% 27.17% 13.05% 100.00% 19.08% 42.90% 24.99% 13.04% 100.00% 19.74% 43.02% 23.41% 13.83% 100.00% 19.31% 44.43% 21.15% 15.11% 100.00% 20.54% 45.82% 17.15% 16.49% 100.00% Operating Segment % Total Revenue United States Canada Austrailia Europe Total 69.12% 5.41% 5.84% 19.62% 100.00% 70.52% 5.30% 5.97% 18.21% 100.00% 69.49% 5.22% 6.33% 18.96% 100.00% 69.49% 5.22% 6.33% 18.96% 100.00% 69.49% 5.22% 6.33% 18.96% 100.00% 69.49% 5.22% 6.33% 18.96% 100.00% 69.49% 5.22% 6.33% 18.96% 100.00% 69.49% 5.22% 6.33% 18.96% 100.00% 69.49% 5.22% 6.33% 18.96% 100.00% # Stores United States Canada Austrailia Europe Total Sales per store Sales per store growth United States Sales per Store Canada Sales per Store Austrailia Sales per Store Europe Sales per Store United States Sales per Store Growth Canada Sales per Store Growth Austrailia Sales per Store Growth Europe Sales per Store Growth 4429 337 388 1296 6450 1.41 -0.79% 1.42 1.46 1.37 1.37 -5.11% -13.55% -8.02% 29.88% 4536 345 405 1384 6670 1.42 0.92% 1.47 1.46 1.40 1.25 3.96% -0.15% 2.13% -9.32% 4503 346 411 1423 6683 1.43 0.61% 1.47 1.44 1.47 1.27 0.07% -1.06% 5.43% 2.07% 4453 347 412 1421 6633 1.44 0.96% 1.49 1.44 1.47 1.28 1.33% -0.08% -0.04% 0.35% 4423 348 413 1416 6600 1.49 3.30% 1.55 1.48 1.51 1.32 3.49% 2.49% 2.54% 3.15% 4398 349 414 1414 6575 1.50 0.96% 1.56 1.48 1.51 1.33 1.15% 0.29% 0.34% 0.72% 4373 350 415 1412 6550 1.43 -4.91% 1.49 1.40 1.43 1.26 -4.73% -5.54% -5.50% -5.14% 4348 350 415 1412 6525 1.32 -7.65% 1.38 1.29 1.32 1.16 -7.48% -8.01% -8.01% -8.01% 4323 350 415 1412 6500 1.22 -7.53% 1.28 1.18 1.21 1.07 -7.35% -7.89% -7.89% -7.89% -3.20% 0.96% 3.96% 0.20% 10.05% 0.96% 1.98% 0.20% 10.05% -5.00% -10.00% 0.20% -5.03% -5.00% -15.00% 0.20% -5.03% -5.00% -22.50% 0.20% 0.00% -5.00% -33.75% 0.20% Product Segment % Total Revenue New video game hardware New video game software Used video game products Other Growth Rates New video game hardware New video game software Used video game products Other GameStop Corp Income Statement All Figures in millions Fiscal Years Ending Dec. 31 2009 2010 Sales Cost of sales Gross profit 9,078.00 6,643.35 2,434.65 9,473.70 6,936.10 2,537.60 Selling, general & administrative expenses Depreciation & amortization Asset Impairment and restructuring charges Goodwill Impairment Operating earnings (loss) 1,635.12 162.50 0.00 0.00 637.03 Interest income Interest expense Debt extinguishment expense Earnings (loss) before income tax expense (benefit) Total current income tax expense (benefit) Income tax expense (benefit) Consolidated net income (loss) Net loss attributable to noncontrolling interests Consolidated net income attributable to GameStop Corp. Weighted average shares outstanding - basic Net earnings (loss) per common share - basic Dividends per share Total Dividends Paid 2011 9,550.50 6,871.00 2012E 9,570.19 6,873.67 2013E 9,837.22 7,098.72 2014E 9,894.45 7,218.08 2015E 9,372.83 6,869.77 2016E 8,622.48 6,343.67 2017E 7,942.53 5,917.75 2,679.50 2,696.53 2,738.50 2,676.37 2,503.06 2,278.81 2,024.77 1,698.80 174.70 1.50 0.00 662.60 1,842.10 186.30 43.40 37.80 1,847.05 200.12 0.00 0.00 1,869.07 214.96 0.00 0.00 1,855.21 230.91 0.00 0.00 1,733.97 248.03 0.00 0.00 1,573.60 266.43 0.00 0.00 1,429.65 286.19 0.00 0.00 569.90 649.36 654.47 590.25 521.05 438.78 308.93 2.18 -45.35 -5.32 588.53 214.01 212.80 375.73 1.54 377.26 164.53 2.28 1.80 -37.00 -6.00 621.40 176.40 214.60 406.80 1.20 408.00 151.60 2.68 0.90 -20.70 -1.00 1.00 5.00 0.00 1.00 2.50 0.00 1.00 0.00 0.00 1.00 0.00 0.00 1.00 0.00 0.00 1.00 0.00 0.00 0.00 0.00 0.00 0.00 549.10 655.36 657.97 591.25 522.05 439.78 309.93 210.60 235.93 236.87 212.85 187.94 158.32 111.57 210.60 338.50 235.93 419.43 236.87 421.10 212.85 378.40 187.94 334.11 158.32 281.46 111.57 198.35 1.40 1.00 1.00 1.00 1.00 1.00 1.00 339.90 420.43 422.10 379.40 335.11 282.46 199.35 139.90 133.90 128.95 124.18 119.59 115.17 110.91 2.42 3.13 3.27 3.05 2.79 2.44 1.79 0.00 0.00 0.60 80.34 0.60 77.37 0.60 74.51 0.60 71.75 0.60 69.10 0.60 66.55 GameStop Corp Balance Sheet All Figures in millions Fiscal Years Ending Dec. 31 2009 2010 2011 655.00 64.40 1137.50 44.70 79.90 15.80 2012E 1128.43 69.20 1155.97 0.00 66.99 19.45 2013E 1469.81 71.13 1188.23 0.00 68.86 20.00 2014E 1770.11 71.54 1195.14 0.00 69.26 20.11 2015E 1996.23 67.77 1132.13 0.00 65.61 19.05 2016E 2161.90 62.34 1041.50 0.00 60.36 17.53 2017E 2261.36 57.43 959.37 0.00 55.60 16.15 Cash & cash equivalents Receivables, net Merchandise inventories, net Deferred income taxes - current Prepaid expenses Other current assets Total current assets Total property & equipment Less accumulated depreciation & amortization Net property & equipment Goodwill, net Other intangible assets Other noncurrent assets Total assets 905.42 64.01 1053.55 21.23 59.43 23.66 2127.30 1246.01 -661.81 584.20 1946.51 259.86 37.45 4955.33 710.80 65.50 1257.50 28.80 75.70 16.50 2154.80 1419.00 -805.20 613.80 1996.30 254.60 44.30 5063.80 1997.30 1501.30 2440.05 2818.02 3126.16 3280.79 3343.63 3349.90 -928.00 1614.27 -1020.06 1705.38 -1121.26 1801.62 -1232.49 1903.30 -1354.77 2010.72 -1489.17 2124.20 -1636.90 573.30 594.21 584.12 569.13 548.53 521.55 487.29 2019.00 209.10 48.70 2019.00 204.10 50.87 2019.00 199.10 53.14 2019.00 194.10 55.51 2019.00 189.10 57.99 2019.00 184.10 60.57 2019.00 179.10 63.27 4847.40 5308.23 5673.38 5963.90 6095.41 6128.85 6098.57 Accounts payable Deferred revenue Accrued liabilities Taxes payable Total current liabilities Senior notes payable, long-term portion, net Deferred taxes Other long-term liabilities Total liabilities Class A common stock Additional paid-in capital, net of Treasury stock Accumulated other comprehensive income (loss) Retained earnings (accumulated deficit) Equity (deficit) attributable to GameStop Corp. stockholders Equity (deficit) attributable to noncontrolling interest Total equity 961.67 61.20 570.90 61.90 1594.47 447.34 25.47 103.83 2171.11 0.16 1210.54 114.70 1397.76 1028.10 74.90 582.10 62.70 1672.90 249.00 74.90 96.20 2093.00 0.10 928.90 162.50 1805.80 804.30 84.60 665.20 79.80 1028.58 88.01 694.03 69.74 1057.28 93.16 736.81 71.68 1063.43 96.50 765.43 72.10 1007.37 94.13 748.87 68.30 926.72 89.18 711.53 62.83 853.64 84.60 676.94 57.88 1633.90 1880.36 1958.94 1997.45 1918.67 1790.27 1673.05 0.00 67.10 106.20 0.00 11.20 95.70 0.00 5.60 98.37 0.00 2.80 98.94 0.00 1.40 93.73 0.00 0.00 86.22 0.00 0.00 79.43 1807.20 1987.26 2062.91 2099.20 2013.80 1876.49 1752.48 0.10 726.60 169.70 2145.70 3042.10 -1.90 0.10 666.38 169.70 2485.79 3321.97 -1.00 0.10 611.15 169.70 2830.52 3611.47 -1.00 0.10 560.49 169.70 3135.41 3865.70 -1.00 0.10 514.04 169.70 3398.77 4082.61 -1.00 0.10 471.43 169.70 3612.13 4253.36 -1.00 0.10 432.36 169.70 3744.93 4347.09 -1.00 2723.16 2897.30 -0.15 2723.01 -1.40 2895.90 3040.20 3320.97 3610.47 3864.70 4081.61 4252.36 4346.09 Total Liabilities & Equity 4894.12 4988.90 4847.40 5308.23 5673.38 5963.90 6095.41 6128.85 6098.57 GameStop Corp Cash Flow Statement All Figures in millions Fiscal Years Ending Dec. 31 2012E 2013E 2014E 2015E 2016E 2017E 420.43 97.06 -11.20 -4.80 -18.47 12.91 -3.65 224.28 3.41 28.83 -10.06 -10.50 728.24 422.10 106.20 -5.60 -1.93 -32.25 -1.87 -0.54 28.70 5.15 42.78 1.95 2.67 567.35 379.40 116.24 -2.80 -0.41 -6.91 -0.40 -0.12 6.15 3.34 28.61 0.42 0.57 524.08 335.11 127.27 -1.40 3.77 63.01 3.65 1.06 -56.06 -2.36 -16.55 -3.80 -5.22 448.48 282.46 139.40 -1.40 5.43 90.63 5.25 1.53 -80.65 -4.95 -37.34 -5.47 -7.50 387.39 199.35 152.73 0.00 4.92 82.13 4.76 1.38 -73.08 -4.58 -34.60 -4.95 -6.80 321.26 Payment of Dividends Proceeds from issuance of (Repurchases of) common stock Net cash provided by financing activities -80.34 -60.22 -140.56 -77.37 -55.23 -132.60 -74.51 -50.65 -125.16 -71.75 -46.46 -118.21 -69.10 -42.61 -111.71 -66.55 -39.07 -105.62 Capital expenditures (change in gross PPE) -112.97 -2.17 0.90 -114.24 -91.10 -2.27 0.00 -93.37 -96.25 -2.37 0.00 -98.62 -101.68 -2.48 0.00 -104.15 -107.42 -2.59 0.00 -110.00 -113.48 -2.70 0.00 -116.18 473.43 655.00 1128.43 341.37 1128.43 1469.81 300.30 1469.81 1770.11 226.12 1770.11 1996.23 165.68 1996.23 2161.90 99.46 2161.90 2261.36 Net earnings Add: Depreciation & amortization Add: Change in deferred taxes Change in A/R Change in Inventory Change in Prepaid Expenses Change in other current assets Change in A/P Change in Deferred Revenue Change in Accrued liabilities Change in income taxes payable Change in other long-term liabilities Cash from operating activities Changes in other noncurrent assets Change in non-controlling interest Net Cash Used for investing activities Change in Cash +Cash, Beginning of Year Cash, End of Year GameStop Corp Common Size Income Statement All Figures in millions Fiscal Years Ending Dec. 31 2006 100.00% 72.34% 27.66% 2007 100.00% 74.43% 25.57% 2008 100.00% 74.22% 25.78% 2009 100.00% 73.18% 26.82% 2010 100.00% 73.21% 26.79% 2011 100.00% 71.94% 28.06% 2012E 100.00% 71.82% 28.18% 2013E 100.00% 72.16% 27.84% 2014E 100.00% 72.95% 27.05% 2015E 100.00% 73.29% 26.71% 2016E 100.00% 73.57% 26.43% 2017E 100.00% 74.51% 25.49% Selling, general & administrative expenses Depreciation & amortization Asset Impairment and restructuring charges Goodwill impairment Operating earnings (loss) 18.80% 2.07% 0.00% 0.00% 6.27% 16.66% 1.84% 0.00% 0.00% 7.07% 16.41% 1.65% 0.00% 0.00% 7.67% 18.01% 1.79% 0.00% 0.00% 7.02% 17.93% 1.84% 0.02% 0.00% 6.99% 19.29% 1.95% 0.45% 0.40% 5.97% 19.30% 2.09% 0.00% 0.00% 6.79% 19.00% 2.19% 0.00% 0.00% 6.65% 18.75% 2.33% 0.00% 0.00% 5.97% 18.50% 2.65% 0.00% 0.00% 5.56% 18.25% 3.09% 0.00% 0.00% 5.09% 18.00% 3.60% 0.00% 0.00% 3.89% Interest income Interest expense Debt extinguishment expense Earnings (loss) before income tax expense (benefit) Income tax expense (benefit) Consolidated net income (loss) Net loss attributable to noncontrolling interests Consolidated net income attributable to GameStop Corp. 0.21% -1.59% -0.11% 4.78% 1.81% 2.98% 0.00% 2.98% 0.19% -0.87% -0.18% 6.22% 2.15% 4.06% 0.00% 4.06% 0.13% -0.57% -0.03% 7.20% 2.68% 4.52% 0.00% 4.52% 0.02% -0.50% -0.06% 6.48% 2.34% 4.14% 0.02% 4.16% 0.02% -0.39% -0.06% 6.56% 2.27% 4.29% 0.01% 4.31% 0.01% -0.22% -0.01% 5.75% 2.21% 3.54% 0.01% 3.56% 0.01% 0.05% 0.00% 6.85% 2.47% 4.38% 0.01% 4.39% 0.01% 0.03% 0.00% 6.69% 2.41% 4.28% 0.01% 4.29% 0.01% 0.00% 0.00% 5.98% 2.15% 3.82% 0.01% 3.83% 0.01% 0.00% 0.00% 5.57% 2.01% 3.56% 0.01% 3.58% 0.01% 0.00% 0.00% 5.10% 1.84% 3.26% 0.01% 3.28% 0.01% 0.00% 0.00% 3.90% 1.40% 2.50% 0.01% 2.51% Sales Cost of sales Gross profit GameStop Corp Common Size Balance Sheet All Figures in millions Fiscal Years Ending Dec. 31 Cash & cash equivalents Receivables, net Merchandise inventories, net Deferred income taxes - current Prepaid expenses Other current assets Total current assets Total property & equipment Less accumulated depreciation & amortization Net property & equipment Goodwill, net Other intangible assets Other noncurrent assets Total assets Accounts payable Deferred revenue Accrued liabilities Taxes payable Total current liabilities Deferred taxes Other long-term liabilities Total liabilities Class A common stock Additional paid-in capital Accumulated other comprehensive income (loss) Retained earnings (accumulated deficit) Equity (deficit) attributable to GameStop Corp. stockholders Equity (deficit) attributable to noncontrolling interest Total equity Total Liabilities & Equity 2009 9.97% 0.71% 11.61% 0.23% 0.65% 0.26% 23.43% 13.73% -7.29% 6.44% 21.44% 2.86% 0.41% 54.59% 2010 7.50% 0.69% 13.27% 0.30% 0.80% 0.17% 22.75% 14.98% -8.50% 6.48% 21.07% 2.69% 0.47% 53.45% 2011E 6.86% 0.67% 11.91% 0.47% 0.84% 0.17% 20.91% 15.72% -9.72% 6.00% 21.14% 2.19% 0.51% 50.76% 2012E 11.79% 0.72% 12.08% 0.00% 0.70% 0.20% 25.50% 16.87% -10.66% 6.21% 21.10% 2.13% 0.53% 55.47% 2013E 14.94% 0.72% 12.08% 0.00% 0.70% 0.20% 28.65% 17.34% -11.40% 5.94% 20.52% 2.02% 0.54% 57.67% 2014E 17.89% 0.72% 12.08% 0.00% 0.70% 0.20% 31.60% 18.21% -12.46% 5.75% 20.41% 1.96% 0.56% 60.28% 2015E 21.30% 0.72% 12.08% 0.00% 0.70% 0.20% 35.00% 20.31% -14.45% 5.85% 21.54% 2.02% 0.62% 65.03% 2016E 25.07% 0.72% 12.08% 0.00% 0.70% 0.20% 38.78% 23.32% -17.27% 6.05% 23.42% 2.14% 0.70% 71.08% 2017E 28.47% 0.72% 12.08% 0.00% 0.70% 0.20% 42.18% 26.74% -20.61% 6.14% 25.42% 2.25% 0.80% 76.78% 10.59% 2.19% 6.29% 0.68% 17.56% 0.28% 1.14% 23.92% 0.00% 13.33% 1.26% 15.40% 30.00% 0.00% 30.00% 53.91% 10.85% 2.56% 6.14% 0.66% 17.66% 0.79% 1.02% 22.09% 0.00% 9.81% 1.72% 19.06% 30.58% -0.01% 30.57% 52.66% 8.42% 0.00% 6.97% 0.84% 17.11% 0.70% 1.11% 18.92% 0.00% 7.61% 1.78% 22.47% 31.85% -0.02% 31.83% 50.76% 10.75% 0.00% 7.25% 0.73% 19.65% 0.12% 1.00% 20.77% 0.00% 6.96% 1.77% 25.97% 34.71% -0.01% 34.70% 55.47% 10.75% 0.00% 7.49% 0.73% 19.91% 0.06% 1.00% 20.97% 0.00% 6.21% 1.73% 28.77% 36.71% -0.01% 36.70% 57.67% 10.75% 0.00% 7.74% 0.73% 20.19% 0.03% 1.00% 21.22% 0.00% 5.66% 1.72% 31.69% 39.07% -0.01% 39.06% 60.28% 10.75% 0.00% 7.99% 0.73% 20.47% 0.01% 1.00% 21.49% 0.00% 5.48% 1.81% 36.26% 43.56% -0.01% 43.55% 65.03% 10.75% 0.00% 8.25% 0.73% 20.76% 0.00% 1.00% 21.76% 0.00% 5.47% 1.97% 41.89% 49.33% -0.01% 49.32% 71.08% 10.75% 0.00% 8.52% 0.73% 21.06% 0.00% 1.00% 22.06% 0.00% 5.44% 2.14% 47.15% 54.73% -0.01% 54.72% 76.78% GameStop Corp Value Driver Estimation All Figures in millions Fiscal Years Ending Dec. 31 2005 2006 2007 2008 2009 2010 2011 2012E 2013E 2014E 2015E 2016E 2017E 5,318.90 -3847.46 -1000.14 -110.18 361.13 7,093.96 -5280.26 -1182.02 -131.28 500.41 8,805.90 -6535.76 -1445.42 -146.36 678.35 9,078.00 -6643.35 -1635.12 -164.13 635.40 9,473.70 -6936.10 -1698.80 -176.80 662.00 9,550.50 -6871.00 -1842.10 -188.60 648.80 9,570.19 -6,873.67 -1,847.05 -200.12 649.36 9,837.22 -7,098.72 -1,869.07 -214.96 654.47 9,894.45 -7,218.08 -1,855.21 -230.91 590.25 9,372.83 -6,869.77 -1,733.97 -248.03 521.05 8,622.48 -6,343.67 -1,573.60 -266.43 438.78 7,942.53 -5,917.75 -1,429.65 -286.19 308.93 37.80% 96.05 32.00 4.29 0.00 0.00 0.00 70.08 132.33 34.60% 152.77 21.30 -4.77 0.00 0.00 2.84 44.96 172.13 37.20% 235.67 18.77 -4.32 0.00 0.00 1.93 56.10 252.05 36.20% 212.80 16.42 -0.79 0.00 5.48 1.58 48.66 235.50 34.50% 214.60 12.77 -0.62 0.00 1.52 2.62 62.91 230.88 38.40% 210.60 7.95 -0.35 14.52 2.46 4.19 62.29 239.36 36.00% 235.93 1.80 -0.36 0.00 0.00 0.00 56.77 237.37 36.00% 236.87 0.90 0.00 0.00 0.00 0.00 55.19 237.77 36.00% 212.85 0.00 0.00 0.00 0.00 0.00 53.66 212.85 36.00% 187.94 0.00 0.00 0.00 0.00 0.00 52.17 187.94 36.00% 158.32 0.00 0.00 0.00 0.00 0.00 50.72 158.32 36.00% 111.57 0.00 0.00 0.00 0.00 0.00 49.31 111.57 Change in Deferred Taxes 0.00 40.66 -13.25 0.00 53.81 -13.15 0.00 23.62 30.20 25.47 21.23 27.85 74.90 28.80 41.86 67.10 44.70 -23.70 11.20 0.00 -11.20 5.60 0.00 -5.60 2.80 0.00 -2.80 1.40 0.00 -1.40 0.00 0.00 -1.40 0.00 0.00 0.00 NOPLAT 215.55 315.13 456.50 427.76 472.98 385.74 400.79 411.10 374.60 331.71 279.06 197.35 319.13 34.27 675.39 37.88 425.64 56.02 801.03 52.78 0.00 1335.46 -844.38 -362.46 -1206.83 528.35 65.98 1075.79 59.10 15.41 1744.64 -1047.96 -471.81 -1519.78 544.68 64.01 1053.55 59.43 23.66 1745.34 -961.67 -570.90 -1532.57 568.42 65.50 1257.50 75.70 16.50 1983.62 -1028.10 -582.10 -1610.20 573.03 64.40 1137.50 79.90 15.80 1870.63 -804.30 -665.20 -1469.50 574.21 69.20 1155.97 66.99 19.45 1885.83 -1028.58 -694.03 -1722.61 590.23 71.13 1188.23 68.86 20.00 1938.45 -1057.28 -736.81 -1794.10 593.67 71.54 1195.14 69.26 20.11 1949.72 -1063.43 -765.43 -1828.86 562.37 67.77 1132.13 65.61 19.05 1846.94 -1007.37 -748.87 -1756.24 517.35 62.34 1041.50 60.36 17.53 1699.08 -926.72 -711.53 -1638.26 476.55 57.43 959.37 55.60 16.15 1565.09 -853.64 -676.94 -1530.58 832.06 28.69 860.75 -56.05 0.00 -56.05 128.63 511.67 0.00 727.82 31.77 759.59 -47.42 0.00 -47.42 224.86 549.25 247.79 867.47 35.40 1150.66 -42.94 -104.49 -147.42 212.76 584.20 259.86 838.33 37.45 1135.64 -61.20 -103.83 -165.03 373.42 613.80 254.60 1083.20 44.30 1382.10 -74.90 -96.20 -171.10 401.13 573.30 209.10 962.59 48.70 1220.39 -84.60 -106.20 -190.80 163.21 594.21 204.10 935.82 50.87 1190.80 -88.01 -95.70 -183.71 144.35 584.12 199.10 909.81 53.14 1162.05 -93.16 -98.37 -191.53 120.86 569.13 194.10 884.51 55.51 1134.12 -96.50 -98.94 -195.44 90.69 548.53 189.10 859.92 57.99 1107.00 -94.13 -93.73 -187.86 60.82 521.55 184.10 836.01 60.57 1080.68 -89.18 -86.22 -175.41 34.51 487.29 179.10 812.77 63.27 1055.14 -84.60 -79.43 -164.02 1309.00 1352.47 1777.36 1767.57 2198.22 2004.02 1764.50 1698.98 1628.67 1558.37 1487.65 1412.92 315.13 43.46 24.07% 271.67 225.55 456.50 424.89 33.75% 31.61 363.95 427.76 -9.79 24.07% 437.55 306.13 472.98 430.65 26.76% 42.32 352.02 385.74 -194.21 17.55% 579.94 235.30 400.79 -239.51 20.00% 640.30 263.65 411.10 -65.53 23.30% 476.63 290.35 374.60 -70.31 22.05% 444.91 258.33 331.71 -70.30 20.37% 402.02 220.26 279.06 -70.72 17.91% 349.78 172.41 197.35 -74.72 13.27% 272.08 95.55 Revenue -COGS -SG&A -Depreciation & Amortization EBITA Effective Tax Rate* Income Tax Provision +Tax Shield on Interest Expense -Tax on Investment Income +Tax Shield on Amortized Goodwill +Tax Shield on Investing Losses +Tax Shield on Disposal of Property and Equipment +Tax from Interest on Leases Total Adjusted Taxes Deferred Tax Liabilities Deferred Tax Assets Normal Cash (Min 6% of sales or cash on balance sheet) +Accounts Receivable +Inventory +Prepaid Expenses +Other Current Assets (assumed to be operating) 13.64 41.05 - Current Operating Assets 1066.67 -717.87 -300.96 -1018.83 Accounts Payable Accrued Expenses Current Operating Liabilities Operating Working Capital Net Property & Equipment 47.84 456.46 +Net Non-Intangible Assets (Non-Goodwill) +Present Value of Operating Leases +Other Assets Long-Term Operating Assets -Deferred Revenue -Other Liabilities Long-Term Operating Liabilities Invested Capital NOPLAT Change in Invested Capital Return on Invested Capital (Previous Year Invested Capital/Current Year NOPLAT) Free Cash Flow (NOPLAT - Change in Invested Capital) Economic Profit (Previous Year Invested Capital * (Current Year ROIC - WACC) - GameStop Corp Weighted Average Cost of Capital (WACC) Estimation Total Capital Weight of Debt Long-Term Debt PV Operating Leases Total Debt Tax Rate Comparable Cost of Debt After-Tax Cost of Debt Weight of Equity Market Cap Shares Outstanding Price Risk-Free Rate Beta Market Risk Premium Cost of Equity Weighted Cost of Debt Weighted Cost of Equity WACC *Risk Free Rate = 30-Year Treasury Yield as of 4/6/2012 4061.37 24% 0 962.59 962.59 36% 5.62% 3.60% 76% 3098.785 139.9 22.15 3.14% 0.98 4.80% 7.85% 0.85% 5.99% 6.84% GameStop Corp Discounted Cash Flow (DCF) and Economic Profit (EP) Valuation Models Key Inputs: CV Growth CV ROIC WACC Cost of Equity 3% 41.3% 6.84% 7.85% Fiscal Years Ending Dec. 31 2011E DCF Model FCF NOPLAT CV Discount Factor PV Value of Operating Assets EP Model EP CV Beginning Capital CV Discount Factor PV PV EP + CV IC 2011 Value of Operating Assets 2013E 2014E 2015E 2016E 2017E 640.30 476.63 444.91 402.02 349.78 1.07 599.29 1.14 417.52 1.22 364.78 1.30 308.50 1.39 251.22 272.08 197.35 4761.72 1.39 3419.98 263.65 290.35 258.33 220.26 172.41 95.55 3274.08 1.07 246.76 1.14 254.34 1.22 211.80 1.30 169.02 1.39 123.83 1.39 2351.52 5361.29 3357.27 2004.02 5361.29 Non-operating Assets Excess Cash 81.97 Short-Term Long-Term PV Operating Leases PV ESOP Minority Interest Liabilities -1469.50 -106.20 -962.59 -67.69 -1.00 Non-Equity Claims Equity Value Current Shares Outstanding Price End FY2011 Adjustment for Partial-Year Intrinsic Value Per Share 2012E 2836.28 133.90 21.18 1.0106408 21.41 GameStop Corp Dividend Discount Model (DDM) or Fundamental P/E Valuation Model Fiscal Years Ending Dec. 31 2011E 2012E 2013E 2014E 2015E 2016E 2017E EPS Key Assumptions CV growth CV ROE Cost of Equity 3% 12.66% 7.85% Future Cash Flows P/E Multiple EPS(next period) Future Stock Price Dividends Per Share Future Cash Flows 3.17 Discounted Cash Flows Intrinsic Value $ 15.38 3.38 3.33 3.26 3.09 6.99 2.71 $ 0.60 $ 0.60 $ 0.60 $ 0.60 $ 0.60 $ $ 0.60 18.93 $ 0.56 $ 0.52 $ 0.48 $ 0.44 $ 0.41 $ 12.97 GameStop Corp Dividend Discount Model (DDM) or Fundamental P/E Valuation Model EPS EPS Ticker Company Price 2012E 2013E BBY $3.52 $3.76 Best BUY Co Inc $ 21.92 WMT $4.86 $5.31 Wal-Mart Stores Inc $ 61.87 TGT $4.29 $4.84 Target Corp $ 57.60 RSH $0.65 $0.69 Radioshack Corp $ 6.18 EA $0.85 $1.15 Electronic Arts Inc $ 15.28 ATVI $0.97 $1.07 Activision Blizzard Inc $ 12.27 MSFT $2.69 $3.01 Microsoft Corp $ 31.44 Average GME GameStop Corp Implied Value: Relative P/E (EPS12) Relative P/E (EPS13) PEG Ratio (EPS12) PEG Ratio (EPS13) $3.17 $ 22.15 $ $ $ $ 38.14 35.55 (15.62) (15.01) $3.38 P/E 12 6.2 12.7 13.4 9.5 18.0 12.6 11.7 12.0 P/E 13 5.8 11.7 11.9 9.0 13.3 11.5 10.4 10.5 7.0 6.5 Est. 5yr Gr. 7 9.7 11.4 3.1 17.6 11.31 13.96 -3.66 PEG 12 0.89 1.31 1.18 3.07 1.02 1.12 0.84 1.3 PEG 13 0.83 1.20 1.04 2.89 0.75 1.01 0.75 1.2 (1.9) (1.8) GameStop Corp Key Management Ratios Fiscal Years Ending Dec. 31 2009 2010 2011 2012E 2013E 2014E 2015E 2016E 2017E Liquidity Ratios Current ratio (Current Assets / Current Liabilities) Quick ratio ((Current Assets - Inventory - Prepaid Expenses) / Current Liabilities) Cash ratio (Cash / Current Liabilities) Operation cash flow ratio ((CF From Operating Activities / (Long-Term Debt + Minimum Payment on Leases) 1.33 0.64 0.57 0.45 1.29 0.49 0.42 0.39 1.22 0.48 0.40 0.56 1.30 0.65 0.60 0.67 1.44 0.80 0.75 0.53 1.57 0.93 0.89 0.51 1.71 1.09 1.04 0.45 1.87 1.25 1.21 0.40 2.00 1.40 1.35 0.34 Activity or Asset-Management Ratios DSO ratio (365 / (Sales / A/R)) Asset Turnovers (Sales / Total Assets) Inventory turnover (COGS / Avg. Inventory) Inventory conversion (365 / Inventory turnover) Payables turnover ((COGS + Change in Inventory) / Avg. A/P) DPO ratio (265 / Payables turnover) 2.57 1.83 6.24 58.50 6.59 55.39 2.52 1.87 6.00 60.81 7.18 50.86 2.46 1.97 5.74 63.61 7.37 49.54 2.64 1.80 5.99 60.89 7.52 48.53 2.64 1.73 6.06 60.27 6.84 53.38 2.64 1.66 6.06 60.26 6.81 53.57 2.64 1.54 5.90 61.83 6.57 55.52 2.64 1.41 5.84 62.53 6.47 56.45 2.64 1.30 5.92 61.71 6.56 55.68 Financial Leverage Ratios Debt ratio (Total Assets / Total Liabilities) Debt to equity ratio ((Long-Term Debt + Minimum Payment on Leases) / Avg. Shareholder's Equity) Times-interest-earned ratio* (Operating Earnings / Interest Expense) 2.28 0.57 14.05 2.42 0.54 17.91 2.68 0.38 27.53 2.67 0.34 129.87 2.75 0.31 261.79 2.84 0.28 0.00 3.03 0.25 0.00 3.27 0.23 0.00 3.48 0.22 0.00 26.82% 7.02% 4.16% 7.97% 15.02% 26.79% 6.99% 4.31% 8.14% 14.52% 28.06% 5.97% 3.56% 6.86% 11.45% 28.18% 6.79% 4.39% 8.28% 13.22% 27.84% 6.65% 4.29% 7.69% 12.18% 27.05% 5.97% 3.83% 6.52% 10.15% 26.71% 5.56% 3.58% 5.56% 8.43% 26.43% 5.09% 3.28% 4.62% 6.78% 25.49% 3.89% 2.51% 3.26% 4.64% 0.00% 0.00 0.00% 0.00 0.00% 0.00 19.15% 5.22 18.37% 5.44 19.69% 5.08 21.48% 4.66 24.55% 4.07 33.55% 2.98 Profitability Ratios Gross margin (Gross Profit / Sales) Operating margin (Operating Earnings / Sales) Profit margin (Net Income / Sales) ROA (Net Income / Avg. Total Assets) ROE (Net Income / Avg. Shareholder's Equity) Payout Policy Ratios Payout ratio (EPS / Dividends Per Share) Dividend cover** (1 / Payout ratio) *0 LTD from 2011 forward, projected to be no interest after 2013 **No Dividend in 2009 - 2011 GameStop Corp Sensitivity Analysis 21.41 31% 32% 33% 34% 35% 36% 37% 38% 39% 40% 3.00% 25.96 25.47 24.98 24.49 23.99 23.50 22.99 22.49 21.98 21.48 4.00% 25.55 25.07 24.58 24.09 23.59 23.09 22.59 22.09 21.58 21.07 5.00% 25.14 24.66 24.17 23.67 23.18 22.68 22.18 21.67 21.17 20.66 21.41 4.00% 5.00% 6.00% 7.00% 7.42% 8.00% 9.00% 10.00% 11.00% 16.00% 27.80 26.48 25.09 23.64 23.02 22.13 20.56 18.91 17.19 17.00% 27.37 26.04 24.66 23.21 22.58 21.70 20.12 18.48 16.76 18.00% 26.94 25.61 24.23 22.78 22.15 21.27 19.69 18.04 16.33 21.41 3.0% 3.5% 4.0% 4.5% 4.8% 5.0% 5.5% 6.0% 6.5% 0.7 55.23 47.11 40.79 35.73 33.14 31.58 28.11 25.17 22.65 0.8 48.14 40.79 35.08 30.53 28.20 26.80 23.69 21.05 18.78 0.9 42.45 35.73 30.53 26.38 24.27 22.99 20.16 17.77 15.71 21.41 7.00% 8.00% 9.00% 9.92% 11.00% 12.00% 13.00% 14.00% 0.50% 11.18 11.57 11.97 12.35 12.81 13.26 13.72 14.19 1% 12.37 12.76 13.17 13.56 14.04 14.49 14.96 15.45 1.50% 13.78 14.18 14.61 15.01 15.49 15.96 16.44 16.94 21.41 19.00% 19.50% 20.00% 20.50% Gross Margin New Video Game Software 20.70% 21.00% 21.50% 22.00% 22.50% 23.00% 5.50% 12.43 14.36 16.30 18.24 19.02 20.18 22.12 24.06 25.99 27.93 21.41 38.00% 38.50% 39.00% 39.50% 40.00% 40.50% 41.00% 41.50% 42.00% 42.50% 45.00% 16.44 17.12 17.80 18.48 19.16 19.84 20.52 21.20 21.88 22.56 Tax Rate Dep & Amortization Exp P&E Growth 5.64% 24.87 24.39 23.90 23.40 22.91 22.41 21.91 21.40 20.90 20.39 6.00% 24.72 24.23 23.74 23.25 22.75 22.26 21.76 21.25 20.74 20.23 7.00% 24.29 23.80 23.31 22.82 22.32 21.82 21.32 20.82 20.31 19.80 8.00% 23.85 23.36 22.87 22.38 21.88 21.38 20.88 20.38 19.87 19.36 9.00% 23.40 22.91 22.42 21.93 21.43 20.93 20.43 19.92 19.42 18.91 19.00% 26.50 25.18 23.79 22.35 21.72 20.84 19.26 17.61 15.90 20.00% 26.07 24.75 23.36 21.91 21.29 20.40 18.82 17.18 15.46 21.00% 25.64 24.31 22.93 21.48 20.85 19.97 18.39 16.75 15.03 22.00% 25.21 23.88 22.50 21.05 20.42 19.54 17.96 16.31 14.60 1.1 33.85 28.11 23.69 20.16 18.37 17.28 14.89 12.86 11.11 1.2 30.53 25.17 21.05 17.77 16.10 15.09 12.86 10.97 9.34 1.3 27.66 22.65 18.78 15.71 14.15 13.20 11.11 9.34 7.81 1.4 25.17 20.45 16.82 13.92 12.45 11.56 9.59 7.92 6.49 CV Growth NOPLAT 2% 2.50% 15.48 17.57 15.90 18.01 16.33 18.46 16.75 18.89 17.25 19.41 17.73 19.91 18.23 20.43 18.75 20.97 3% 20.21 20.67 21.14 21.59 22.14 22.67 23.21 23.77 3.50% 23.65 24.13 24.63 25.11 25.69 26.25 26.82 27.42 4% 28.30 28.82 29.36 29.88 30.50 31.10 31.72 32.36 6.00% 13.29 15.22 17.16 19.10 19.88 21.04 22.98 24.92 26.85 28.79 Gross Margin New Video Game Hardware 6.50% 7.00% 7.50% 8.00% 14.14 15.00 15.86 16.72 16.08 16.94 17.80 18.66 18.02 18.88 19.74 20.60 19.96 20.82 21.68 22.54 20.73 21.59 22.45 23.31 21.90 22.76 23.62 24.48 23.84 24.70 25.55 26.41 25.77 26.63 27.49 28.35 27.71 28.57 29.43 30.29 29.65 30.51 31.37 32.23 9.50% 19.30 21.24 23.18 25.11 25.89 27.05 28.99 30.93 32.87 34.81 9.00% 18.44 20.38 22.32 24.26 25.03 26.19 28.13 30.07 32.01 33.95 45.50% 17.25 17.93 18.61 19.29 19.97 20.65 21.33 22.01 22.69 23.37 Gross Margin Used Video Game Software 46.00% 46.50% 47.00% 47.50% 18.06 18.88 19.69 20.50 18.74 19.56 20.37 21.18 19.42 20.23 21.05 21.86 20.10 20.91 21.73 22.54 20.78 21.59 22.41 23.22 21.46 22.27 23.09 23.90 22.14 22.95 23.76 24.58 22.82 23.63 24.44 25.26 23.50 24.31 25.12 25.94 24.18 24.99 25.80 26.61 48.00% 21.31 21.99 22.67 23.35 24.03 24.71 25.39 26.07 26.75 27.43 48.50% 22.12 22.80 23.48 24.16 24.84 25.52 26.20 26.88 27.56 28.24 SG&A 18.41% 26.76 25.43 24.05 22.60 21.97 21.09 19.51 17.87 16.15 Beta Risk-free Rate Depreciation Growth Rate Gross Margin Other 0.98 38.63 32.35 27.49 23.61 21.64 20.45 17.82 15.58 13.67 GameStop Corp Common Size Income Statement Fiscal Years Ending Dec. 31 2005 2006 2007 2008 2009 2010 2011 3-Year 5-year Low Price High Price Average Price Change in Price Retained EPS $1 Value 9.40 21.29 15.34 19.26 28.90 24.08 8.74 1.06 8.28 25.65 62.30 43.97 19.90 1.82 10.92 17.98 57.04 37.51 -6.46 2.44 -2.65 20.44 32.42 26.43 -11.08 2.28 -4.85 17.20 25.22 21.21 -5.22 2.68 -1.95 19.77 28.21 23.99 2.78 2.42 1.15 -2.44 7.39 -0.33 -0.09 11.65 -0.01