Gamestop Corp. quarterly report, Q2 FY2014

GameStop Corp. — Form 10-Q Summary

Period clarification: The request identifies 2013 Q2, but the supplied filing is for the 13 and 26 weeks ended August 2, 2014 (fiscal 2014 Q2 and first half), compared with the periods ended August 3, 2013. The financial statements are unaudited.

Business context and reporting period

GameStop operated 6,698 stores across its Video Game Brands and Technology Brands businesses. The latter includes Simply Mac, Spring Mobile and Cricket Wireless. Results reflect strong demand for the recently launched PlayStation 4 and Xbox One, alongside expansion through Technology Brands acquisitions. Management notes that sales and operating profit are seasonal, with the largest contribution typically in the holiday quarter.

Financial performance and liquidity

Metric13 weeks ended August 2, 2014Change vs. prior year26 weeks ended August 2, 2014Change vs. prior year
Net sales$1,731.4 million+25.1%$3,727.7 million+14.7%
Gross profit / margin$550.9 million / 31.8%Margin down 3.0 percentage points$1,177.3 million / 31.6%Margin down 1.0 percentage point
Operating earnings$36.7 millionUp from $18.8 million$142.6 millionUp from $106.0 million
Net income$24.6 millionUp from $10.5 million$92.6 millionUp from $65.1 million
Diluted EPS$0.22Up from $0.09$0.80Up from $0.55

For the first half, operating cash flow was negative $275.3 million, versus negative $85.3 million a year earlier; the company attributed the greater use chiefly to working-capital movements, including inventory and payables. Investing cash flow was negative $95.5 million, including $43.1 million net cash for acquisitions. Financing cash flow was positive $11.6 million. Cash declined $343.2 million from fiscal year-end to $193.0 million. Operating cash flow less property and equipment purchases was approximately negative $326.8 million for the half, calculated from the reported figures.

At August 2, cash was $193.0 million, inventory $1,061.0 million, and current liabilities $1,447.7 million. Revolver borrowings were $210.0 million, with $181.4 million of additional availability; the facility matures in March 2019. Total current debt was reported as $214.1 million. GameStop said it was in compliance with the facility and expected cash, operating cash generation and revolver availability to fund operations and planned investments for at least 12 months.

Material changes versus the prior comparable period

  • Q2 comparable-store sales rose 21.9%; first-half comparable-store sales rose 12.7%. New hardware sales increased 124.8% in Q2 and 97.7% for the half, mainly reflecting the new console launches.
  • Higher sales drove gross-profit dollars upward, but lower-margin console hardware increased in the sales mix, reducing consolidated gross margin. First-half software sales fell 6.7% amid fewer releases.
  • Technology Brands contributed $70.1 million in Q2 sales and $130.2 million in first-half sales; segment operating earnings were $7.1 million and $13.1 million, respectively. First-half acquisitions cost $45.6 million gross, or $43.1 million net of cash acquired.
  • Europe remained loss-making, with operating losses of $12.0 million in Q2 and $22.8 million for the half, though both improved from the prior year.
  • Cash and cash equivalents were $193.0 million, compared with $127.4 million at August 3, 2013, but below $536.2 million at February 1, 2014. The filing revised prior-period presentation of outstanding checks; the revised comparative cash-flow figures should be used.

Outlook, commentary, risks and contingencies

Management projected approximately $160 million of fiscal 2014 capital expenditures and expected to open or acquire approximately 350–450 stores during the year, including Technology Brands locations. It planned continued investment in digital initiatives, store openings and remodels. The filing provides no clear full-year revenue or earnings guidance.

Management cited console demand, software releases, digital distribution, consumer spending, seasonality, competition, supplier concentration, and the company’s dependence on its AT&T relationship for Technology Brands growth as significant uncertainties. It also noted risks from acquisitions and integration, foreign exchange, cyber security, and credit-agreement restrictions. Ordinary-course wage-and-hour and consumer class-action matters were disclosed; management did not expect existing proceedings or settlements to materially affect financial condition, results or liquidity.

Shareholder returns included $127.7 million of share repurchases in the first half and dividends declared of $0.66 per share. The annual dividend was raised 20% to $1.32 per share; a $0.33 quarterly dividend was declared after quarter-end, subject to board approval for future payments.

Important facts for investors to verify

  • Confirm the reporting-period mismatch: the supplied filing covers Q2 2014, not Q2 2013.
  • Track whether console-led sales growth persists and whether the resulting product mix continues to pressure gross margins.
  • Assess cash conversion and seasonal working-capital needs alongside inventory, payables and revolver availability.
  • Evaluate Technology Brands acquisition returns, store expansion plans, and dependence on AT&T.
  • Monitor Europe’s operating losses, capital spending, repurchases and dividend sustainability, as well as compliance with revolver covenants.
  • Consider the prior-period outstanding-check presentation revision when comparing cash-flow and balance-sheet figures.