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GameStop GME Collectibles — Total Net Sales

Other product segments

Hardware and accessories
$333.7M-3.4%
Software
$152.7M-13.0%

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Other financials

Income statement

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Revenue$835.3M+14.0%
Gross profit$340.3M+34.6%
Operating income$143.3M+1,427%
Net income$389.6M+770%
EPS (diluted)$0.66+633%

Balance sheet

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Cash & equivalents$7.4B+15.4%
Total debt$4.3B+146%
Total equity$5.8B+17.1%
Total assets$11.0B+46.3%

Cash flow

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Operating cash flow$337.4M+75.3%
CapEx$4.5M+55.2%
Free cash flow$332.9M+75.6%

Valuation

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Market cap$8.62B-16.4%
Enterprise value$5.55B-1.5%
P/E11.3×-38.2×
P/S2.3×-0.5×

Profitability

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Gross margin34.4%+3.8pp
Operating margin10.3%
Net margin20.4%+14.8pp
FCF margin19.8%

Returns & leverage

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Return on equity14.1%+7.5pp
Debt / equity0.7×+0.4×
Current ratio12.4×+4.0×

Where this comes from

Reported directly by GameStop in its filing.

Tagged under the XBRL concept us-gaap:RevenueFromContractWithCustomerExcludingAssessedTax.

The source filing: GameStop’s 10-Q, filed June 11, 2026.

Filed
Jun 11, 2026, 6:15 AM EDT
Fiscal quarter
Q1 FY2026
Calendar quarter
Q2 2026
Accession
0001326380-26-000025
Line itemThree Months Ended / May 2,2026Three Months Ended / May 3,2025
Hardware and accessories (1)$333.7$345.3
Software (2)152.7175.6
Collectibles (3)348.9211.5
Total Net sales$835.3$732.4

Item 1. Financial Statements (unaudited)

FAQ

What is GameStop's collectibles — total net sales?
GameStop (GME) reported collectibles — total net sales of $348.9M in Q1 2026.
How has GameStop's collectibles — total net sales changed year-over-year?
GameStop's collectibles — total net sales increased by 65.0% year-over-year, from $211.5M to $348.9M.
What is the long-term trend for GameStop's collectibles — total net sales?
Over 4 years (2021 to 2025), GameStop's collectibles — total net sales has grown at a 6.5% compound annual growth rate (CAGR), from $824.2M to $1.06B.
What does collectibles — total net sales mean?
This metric represents the total revenue generated from the sale of licensed merchandise, apparel, toys, and other non-software gaming-related products. It reflects the company's diversification strategy beyond traditional video game hardware and software into high-margin consumer lifestyle goods. This segment is a key indicator of brand loyalty and the company's ability to monetize its customer base through non-digital retail channels.

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