GameStop 2010 Annual Report Download - page 19

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Table of Contents
results, performance, achievements or industry results to be materially different from any future results, performance or achievements expressed or
implied by these forward-looking statements. These factors include, but are not limited to:
our reliance on suppliers and vendors for sufficient quantities of their products and for new product releases;
general economic conditions in the U.S. and internationally, and specifically, economic conditions affecting the electronic game industry,
the retail industry and the banking and financial services market;
alternate sources of distribution of video game software and content;
alternate means to play video games;
the competitive environment in the electronic game industry;
the growth of mobile, social and browser gaming;
our ability to open and operate new stores;
our ability to attract and retain qualified personnel;
our ability to effectively integrate acquired companies, including digital gaming and technology-based companies that are outside of the
Company's historical operating expertise;
the impact and costs of litigation and regulatory compliance;
unanticipated litigation results, including third party litigation;
the risks involved with our international operations; and
other factors described in this Form 10-K, including those set forth under the caption, "Item 1A. Risk Factors."
In some cases, forward-looking statements can be identified by the use of terms such as "anticipates," "believes," "continues," "could,"
"estimates," "expects," "intends," "may," "plans," "potential," "predicts," "will," "should," "seeks," "pro forma" or similar expressions. These
statements are only predictions based on current expectations and assumptions and involve known and unknown risks, uncertainties and other factors
that may cause our or our industry's actual results, levels of activity, performance or achievements to be materially different from any future results,
levels of activity, performance or achievements expressed or implied by such forward-looking statements. You should not place undue reliance on
these forward-looking statements.
Although we believe that the expectations reflected in our forward-looking statements are reasonable, we cannot guarantee future results,
levels of activity, performance or achievements. We undertake no obligation to publicly update or revise any forward-looking statements, whether as
a result of new information, future events or otherwise after the date of this Form 10-K. In light of these risks and uncertainties, the forward-looking
events and circumstances contained in this Form 10-K may not occur, causing actual results to differ materially from those anticipated or implied by
our forward-looking statements.
Industry Background
Based upon estimates compiled by various market research firms, management estimates that the combined market for video game products
and PC entertainment software exceeded $36 billion in 2010 in the parts of the world in which we operate. According to NPD Group, Inc., a market
research firm (the "NPD Group"), the electronic game industry was an approximately $18.5 billion market in the United States in 2010, the majority
of which was attributable to video game products, excluding sales of used video game products. International Development Group, a market
research firm ("IDG"), estimates that retail sales of video game hardware and software and PC entertainment software totaled approximately
$14.3 billion in Europe in 2010. The NPD Group has reported that video game retail sales in Canada were approximately $1.7 billion in 2010.
According to the independent market research firm GfK Group, the Australian market for video game products was approximately $1.7 billion in
2010. 3