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GameStop GME Software — Total Net Sales

Other product segments

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$348.9M+65.0%
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$333.7M-3.4%

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SSN
SSNTSoftware Revenue — Total revenue, net

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$9.66B-39.3%
Enterprise value$6.58B-41.5%
P/E12.7×-63.7×
P/S2.6×-1.7×

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 official record: GameStop’s 10-Q, filed June 11, 2026, on SEC EDGAR. View the filing →

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Questions, answered.

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?
The total revenue earned from selling video game software products.
How do you interpret software — total net sales?
An increase suggests strong consumer demand for new gaming titles or successful digital platform adoption, while a decrease may indicate a shift toward direct-to-consumer digital sales or a decline in the popularity of physical gaming media.
How does software — total net sales compare across companies?
Comparable to software or digital content revenue streams reported by other consumer electronics retailers or gaming publishers, though it is highly sensitive to the industry's console hardware release cycles.