“We continue to profitably manage our business through the global recession by effectively managing our buy-sell-trade model and maintaining tight expense control. In fact, we were able to retire $50 million of senior notes and end the quarter with cash of $230 million. I am also pleased that we were able to capitalize on the downward pressure of rents, and open 114 new stores. As in the past, we continue to improve operating margins, build brand and value awareness with consumers, and gain market share as we expand the video game market worldwide.”
Gamestop initiated 2009 second quarter financial guidance and reaffirmed its 2009 full year guidance.
a The above forecasts reflect the Company's current and preliminary view and are therefore subject to change. Please refer to the Company's Safe Harbor Statement (usually in press releases) for the factors that could cause actual results to differ materially from those contained in any forward-looking statement.
Guidance Report: (Non-China)
Full Year Fiscal 2008 Guidance Ending January
Full Year Fiscal 2009 Guidance Ending January
"The video game business continues to enjoy robust growth, making it the fastest growing of the many consumer goods categories,” said Dan DeMatteo, Chief Executive Officer of GameStop. “2008 marked yet another year of strong new hardware sales, which will again help drive sales of new video games in the years ahead. This trend continued in January as NPD reported US new hardware unit sales grew 29%, led by Nintendo’s Wii, DS and Microsoft’s Xbox 360.
Although our trade-in model is widely known as a driver of new software sales, our exceptional growth is also a function of thousands of conveniently located stores, excellent supply chain management, and the expertise of our associates who operate GameStop stores. Also of note is our US advertising penetration, and the power of our magazine, Game Informer, which is the twelfth largest consumer magazine in America, with over 3 million subscribers. We are energized by the fact that video gaming has gone mainstream, with recent industry data showing that nearly half of new gamers are over 35 years old and 40% are female,” concluded DeMatteo.
Source: Business Wire (February 19, 2009)
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