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GameStop GME Software — Total Net Sales

Other product segments

Collectibles
$348.9M+65.0%
Hardware and accessories
$333.7M-3.4%

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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 software — total net sales?
GameStop (GME) reported software — total net sales of $152.7M in Q1 2026.
How has GameStop's software — total net sales changed year-over-year?
GameStop's software — total net sales decreased by 13.0% year-over-year, from $175.6M to $152.7M.
What is the long-term trend for GameStop's software — total net sales?
Over 4 years (2021 to 2025), GameStop's software — total net sales has grown at a -22.4% compound annual growth rate (CAGR), from $2.01B to $729.3M.
What does software — total net sales mean?
This metric represents the total revenue generated from the sale of physical and digital video game software within the company's dedicated software business segment. It reflects the consumer demand for gaming titles across various platforms and serves as a key indicator of the company's ability to monetize its core content offerings. Tracking this figure helps assess the transition from physical media sales to digital distribution channels.

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