GameStop quarterly revenue misses estimates amid struggles with digital pivot

Dec ⁠9 (Reuters) – GameStop posted third-quarter revenue below analysts’ ⁠estimates on Tuesday, as the video game retailer struggles to gain ground ⁠following its pivot to digital downloads and streaming, sending its shares down ​5.8% in after-hours trading.

The Grapevine, Texas-based company, once a ‍dominant force in physical game sales and a poster child of the 2021 meme-stock frenzy, has struggled to reinvent itself as gamers increasingly favor online ​purchases and subscription platforms over visits to brick-and-mortar stores.

GameStop has expanded its e-commerce platform to offer digital downloads and merchandise and struck partnerships with publishers ​to sell exclusive game editions and collectibles, but those efforts ⁠are yet to bear fruit.

The retailer’s challenges mirror broader industry ‌trends, with major publishers such as Microsoft and Sony pushing subscription services and ⁠cloud-based gaming, reducing reliance on ​physical discs.

At the same time, e-commerce giants such as Amazon ‌have become the preferred destination for gamers and general merchandise shoppers, eroding GameStop’s market share.

The ‍company posted third-quarter revenue of $821 million, below analysts’ estimates of $987.3 million according to data compiled by LSEG.

GameStop has also faced volatility in its share price since the meme-stock rally, which briefly made it a market sensation.

Revenue from hardware and accessories, which includes new and pre-owned video games, fell about 12% in the quarter.

(Reporting by ⁠Kritika Lamba in Bengaluru; Editing ‌by Krishna Chandra ⁠Eluri)

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