FMP
NYSE
GameStop Corp., a specialty retailer, provides games and entertainment products through its e-commerce properties and various stores in the United States, Canada, Australia, and Europe. The company sells new and pre-owned gaming platforms; accessories, such as controllers, gaming headsets, virtual reality products, and memory cards; new and pre-owned gaming software; and in-game digital currency, digital downloadable content, and full-game downloads. It also sells collectibles comprising licensed merchandise primarily related to the gaming, television, and movie industries, as well as pop culture themes. As of January 29, 2022, the company operated 4,573 stores and ecommerce sites under the GameStop, EB Games, and Micromania brands; and 50 pop culture themed stores that sell collectibles, apparel, gadgets, electronics, toys, and other retail products under the Zing Pop Culture brand, as well as offers Game Informer, a print and digital video game publication featuring reviews of new releases, previews of the big titles on the horizon, and coverage of the latest developments in the gaming industry. The company was formerly known as GSC Holdings Corp. GameStop Corp. was founded in 1996 and is headquartered in Grapevine, Texas.
23.92 USD
1.53 (6.4%)
EBIT (Operating profit)(Operating income)(Operating earning) = GROSS MARGIN (REVENUE - COGS) - OPERATING EXPENSES (R&D, RENT) EBIT = (1*) (2*) -> operating process (leverage -> interest -> EBT -> tax -> net Income) EBITDA = GROSS MARGIN (REVENUE - COGS) - OPERATING EXPENSES (R&D, RENT) + Depreciation + amortization EBITA = (1*) (2*) (3*) (4*) company's CURRENT operating profitability (i.e., how much profit it makes with its present assets and its operations on the products it produces and sells, as well as providing a proxy for cash flow) -> performance of a company (1*) discounting the effects of interest payments from different forms of financing (by ignoring interest payments), (2*) political jurisdictions (by ignoring tax), collections of assets (by ignoring depreciation of assets), and different takeover histories (by ignoring amortization often stemming from goodwill) (3*) collections of assets (by ignoring depreciation of assets) (4*) different takeover histories (by ignoring amortization often stemming from goodwill)