GameStop 2015 Annual Report Download - page 7

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Our digital gaming business exceeded
$1 billion in sales receipts, growing 11.2%
by selling DLC, full game downloads and
digital currency.
We posted our third consecutive year of
positive store comps and gained market
share in our video game business.
Our global collectibles business beat
our 2015 plan of $300 million in sales,
and is our fastest-growing business.
We grew our Tech Brands to
more than 1,000 stores through
acquisition and GameStop store
conversions. The business delivered
$534 million in sales.
Driving a Successful Transformation
Throughout our fiscal year 2015, we continued to drive
a high rate of change to transform GameStop beyond
video games. While we are still the world’s leading
video game retailer, we are so much more. We initially
introduced our strategic plan in 2010, and in 2013
began a new phase when we established partnerships
with AT&T and Apple to expand and improve their
retail distribution channels. Our strategy is paying
o faster than expected with our new businesses
contributing meaningfully to our profitability. Our
Technology Brands experienced significant growth and
are on track to deliver more than $1.5 billion in revenue
by 2019. Working closely with our AT&T Wireless and
Apple partners, we were able to provide our customers
access to new products, including AT&T’s DIRECTV and
Unlimited Data plans, the Apple Watch and the newest
iPhones and iPads. We expanded the retail footprint
of our AT&T, Cricket and Simply Mac brands. Today, we
are now the largest and fastest growing AT&T Wireless
authorized retailer and the largest authorized Apple
reseller in North America.
We also continued to grow our digital market share by
leveraging our global video game stores, where more
than 95% of our digital sales occur. The expertise of
our knowledgeable associates is our key strength in
driving discovery and sales of downloadable content,
full-game downloads and digital currency. We also
significantly expanded our global collectibles business
in 2015. This included introducing dedicated sections
within our video game stores, the acquisition of the
very popular ThinkGeek business and opening new
retail stores under the Zing Pop Culture and ThinkGeek
brands. Combined, we now operate 35 Zing Pop
Culture and ThinkGeek collectible stores worldwide.
Our diversification eorts should be recognized for the
strong results we have already achieved and the
long-term growth that exists in the marketplace for
these businesses.
5
2015 ANNUAL REPORT