Gamestop Corp. annual report, FY2016

GameStop Corp. — Form 10-K Summary

Period clarification: The supplied filing is for fiscal 2016, the 52 weeks ended January 28, 2017, not “2015 Q4.” It compares primarily with fiscal 2015, ended January 30, 2016. The filing was signed March 27, 2017.

Business context

GameStop operated 7,535 stores across video game retail, wireless and consumer technology, and collectibles. Its five reportable segments were U.S., Canada, Australia, Europe, and Technology Brands. Management’s strategy was to diversify from physical gaming through Technology Brands, collectibles, digital sales, and acquisitions.

Financial performance and liquidity

MetricFY 2016FY 2015
Net sales$8,607.9 million$9,363.8 million
Gross profit / margin$3,009.3 million / 35.0%$2,918.3 million / 31.2%
Operating earnings / margin$557.7 million / 6.5%$648.2 million / 6.9%
Net income / diluted EPS$353.2 million / $3.40$402.8 million / $3.78
Operating cash flow$537.1 million$656.8 million
Capital expenditures$142.7 million$173.2 million
  • Sales fell 8.1%; comparable store sales declined 11.0%. Hardware sales dropped 28.2% and new software sales declined 14.2%, reflecting a maturing console cycle and weaker new releases.
  • Gross profit rose 3.1% despite lower sales, as higher-margin Technology Brands and collectibles expanded. Technology Brands sales increased 52.4% to $814.0 million; collectibles sales increased 59.5% to $494.1 million.
  • SG&A increased 6.8% to $2,252.6 million, and asset impairment charges rose to $33.8 million from $4.6 million. Net interest expense increased to $53.0 million, principally following the 2021 notes issuance.
  • Cash and cash equivalents were $669.4 million, including $366.2 million held in foreign operations. Working capital was $379.2 million. The $400 million asset-based revolver had $354.0 million available and no outstanding borrowings at year-end.
  • Net long-term debt was $815.0 million; senior notes had $350 million principal due in 2019 at 5.50% and $475 million due in 2021 at 6.75%. The company reported compliance with debt covenants.
  • Operating cash flow less capital expenditures was approximately $394.4 million, calculated from the reported figures. Dividends paid totaled $155.5 million; the company repurchased $75.1 million of shares during the year.

Material changes and unusual items

  • Technology Brands growth largely reflected acquisitions and store expansion. GameStop acquired 507 AT&T authorized retailer stores in fiscal 2016; acquisition cash outflows totaled $441.2 million overall.
  • FY 2016 included $33.8 million of asset impairments, including $7.4 million for the Micromania trade name, $7.0 million for Simply Mac dealer agreements, and $19.4 million for store property and equipment.
  • The effective tax rate declined to 30.0% from 35.6%, primarily due to a $42.1 million tax benefit from recognizing certain foreign net operating losses, partly offset by a valuation allowance and other tax items.
  • The fourth quarter generated $3,045.4 million in sales, $286.6 million in operating earnings, and $208.7 million in net income, versus $3,525.0 million, $381.9 million, and $247.8 million, respectively, in the prior-year quarter.

Outlook, risks, and contingencies

  • For fiscal 2017, management expected approximately 100 new stores—about 35 collectibles and 65 Technology Brands—and planned to close approximately 130 Video Game Brands and 55 Technology Brands stores. Planned capital expenditures were approximately $110 million to $120 million.
  • Management’s longer-term goal was for at least 50% of operating earnings in fiscal 2019 to come from sources other than “physical gaming.” This is a stated strategic goal, not a guaranteed forecast.
  • Key risks include continued digital game delivery and changing consumer preferences, console-cycle volatility, competition and margin pressure, dependence on AT&T for much of Technology Brands, acquisition integration, and reliance on leased stores and vendor support.
  • French tax authorities asserted potential additional tax of approximately €85.5 million relating to deductions claimed for 2008–2012. GameStop disputed the assessment, intended to contest it, and had not recorded a reserve; an adverse outcome could materially affect tax expense.
  • The company reported $1,194.6 million of future operating lease commitments and $746.0 million of purchase obligations. It also disclosed risks from foreign exchange, impairment estimates, cybersecurity, and international operations.
  • Management and the independent auditor concluded internal control over financial reporting was effective at the reasonable-assurance level; the financial statements received an unqualified audit opinion.

Important facts for investors to verify

  • Confirm the reporting period and compare the fiscal 2016 results with the correct prior-year and fourth-quarter periods.
  • Track comparable sales, hardware and software declines, and whether Technology Brands and collectibles growth can offset pressure in core gaming.
  • Assess acquisition returns, integration costs, store closures, and the performance of acquired AT&T retailer locations.
  • Review cash generation, foreign cash availability, debt maturities and interest costs, and the capacity to sustain dividends and repurchases.
  • Monitor the French tax reassessment and any subsequent developments in tax audits or unrecognized tax benefits.
  • Evaluate the assumptions supporting goodwill and intangible asset values, particularly for Europe, Micromania, and Simply Mac.