GameStop 2012 Annual Report Download - page 11

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2012 ANNUAL REPORT POWER TO THE PLAYERS
iPad
ECOMMERCE AND MULTICHANNEL RETAILING
Our stores are also essential in driving Game Informer Digital subscriptions. With more than 3 million
paid digital subscribers, Game Informer Digital is the largest digital magazine in the world. The print
version, with a total paid circulation of more than 7.9 million subscribers, is the third largest print
consumer magazine in the United States.
But the popularity of Game Informer is not just limited to the United States. Print editions of Game Informer are published in three international
markets, and in 2012, Game Informer Digital was launched in 10 additional countries. Together, the print and digital editions of
Game Informer have a total paid international circulation of more than 190,000 subscribers.
GameStop’s focus on delivering a truly multichannel experience to consumers is driving meaningful growth in engagement and increasing sales
across all categories. In 2012, GameStop.com had its most successful year ever with more than 300 million visits and record revenues. As
consumer adoption of mobile commerce continues to accelerate, our mobile app traffic and revenue more than doubled in 2012.
In 2012, we launched Web-in-Store, a service that allows customers to purchase and pay for items in our stores and have them shipped free of
charge directly to their homes. Web-in-Store gives all stores the ability to sell the broad range of products featured on GameStop.com,
including tablets, high-end gaming headsets, out-of-stock items and more. This service gives customers access to a wider variety of products,
while still providing our unique in-store experience and associate expertise.
The $10 million Kongregate Mobile De-
velopers program launched in Jan. 2013.
The program helps independent game
developers succeed in the free--to-play
mobile arena.
With a focus on attaching DLC at game
launch, we attached From Ashes DLC to
42% of EAs Mass Effect 3 and attached
the Halo 4 map pack to 27% of Micro-
soft’s Halo 4.
Our PC download revenues quadrupled
from 2011with the combination of PC
downloads and Steam Wallet.
9
60%38%
of our web visi-
tors (non-buy-
er) make an in
store purchase
within 48 hours.
of customers
visit our site
before they
go into the
store.