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  • 8/10/2019 GameStop Retail

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    Submission by: Group 2

    Members: Ajinkya Poundrik | Avinash Murali Nair | Baidyanath Bose | Balakrishnan M. | Jeevan Nishant Prakash

    Retail ManCase Presentation

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    GameStop The Business & Recurring Challenges faced

    2

    New and used game Accessoriesfor PCs and gaming consoles

    New and usedSoftware and

    Hardware for PCs andgaming consoles

    Strategy guides,Action Figures, DVDs

    and other relatedmerchandise

    IssGachdi

    Isscoag

    Isprco

    Became the worlds largest video game retailer in 2005 Spread across 14 countries with 4490 stores with more than 5000 SKUs of constantly changing in-store inve

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    Industry Analysis

    4

    Portable games like Nintendos Gameboyhelped manufacturers

    to increase andmaintain sales duringthe release of console

    systems. Wide varietyof games, wireless

    capability and lowercost led to increase in

    sales

    Next Generationconsoles like Xbox 360

    and PS3 continued

    gaining popularity andincreasing gaming sales

    Used late generationconsoles started

    leading to increase intrade-ins and sales.

    Allowed thecontinuation of

    producing old modelgames. Increase innumber of peopleusing two or moreconsoles by 15%

    Continuoretail PCTraditiowere beand m

    gamingconsol

    games befor the

    Gaming Trends

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    Company Details

    5

    Trade InSupport

    MarginCapitalization

    MerchandizingProcess

    SupplierReliance

    Trade In Process

    EmployeeRelation

    Customers brought their old console or gamesto trade inGame stops employee inspected the productand trade in pride were allocatedCustomers usually had 2 optionExchanged games or received cash

    The price margin was very high

    80% of customers used trade in credit tonew games or systemsThere were instances of shortage ofinventory for used games

    Huge margin were mused video game & hMargin were betwee85%Inventory managemhelped in decreasingdays from 80 to 72 dHelped in providingtrade in quotesReplenish the stock tweek

    Games and systems were merchanaccording to systemsNew and Used games were placedeach other - helped in price compaBest selling system and games weplaced near the frontXbox 360 and Nintendo DS

    Highly concentrated SuppliersNintendo, Sony, Microsoft Major consoledevelopersEA, Activision and Acclaim Largest game publishersNintendo and EA comprised 25% of Game stoppurchasesMarketing, Advertising materials and money wereprovided by Game and Console developers

    More than 33000 employeesEmployees were well informed aboutthe gaming industry and Game stopproduct lineEach store employed 1 manager, 1assistant manager and up to 6 parttime associates

    Company Processes

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    Company Details

    Company Growth

    Concept of Selling used video games

    was relatively new Game Stop wanted to be recognized as

    The destination for new and usedvideo games and systems

    Planned to change all its EB brandstore to Game stop brand store by2007

    GameStop.com and EBgames.com Had an option to receive game by

    mail, reserve game or pick up atretail store

    Game informer Magazine sold atGameStop, Barnes and Noble

    It served as marketing tool

    W E B S I T E &

    M A G A Z I N E

    Operated in 4490world

    Average size was

    Mall store carriedused items whilcarried a balancedused items

    Strip centre were

    Since 2003 , Game Stop

    grew at an average of20% per year Strong cash flow Company was valued

    at 9.2 billion dollars F I N A N C I A L G R O W T H

    I N T E R N A L I S A T I O N

    Electronic Game Enthusiastic Value oriented casual gamers Seasonal gift givers T A

    R G E T

    C U S T O M E R S

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    Understanding the competition

    7

    Porters Five Forces

    - Industry is attractive &competitive pricing give High

    bargaining power to buyers

    - Industry is innovation

    power with marketing a- Suppliers ca

    - Advancement in technology Allows emergent players

    - Digital games market is growing

    Identifying the right segmentof digital/online reduces threat

    - Consumer shift to Social Mediagame Cheaper alternative

    - Game rental establishments

    - Competitors (bselling popula

    - Switching cosmedium (digitidentified

    SupplThreat of new entrants

    Buyers bargaining power

    Threat of substitutes T

    Gaming Industry

    H

    M

    H H

    M

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    Competitive Landscape & Advantages

    8

    Successful retail model:- 4490 retail store worldwide- 5000 SKUs of constantly changing in

    store selection- Owned gaming magazines (Game

    Informer) and e-commerce websites(gamestop.com and ebgames.com)

    Employee relations:- Huge employee strength that was

    knowledgeable about games &consoles

    - Employees were allowed to takegames home to keep up to date onthe products

    Robust processes:- Trade-In process allowing customers

    to trade in their used games- Strategy of trade-in price being

    greater than the monetary price

    - Trade-In Support: Used gamesallowed GameStop to supportdeclining rev.

    Brand Management:- Concept of selling used games was

    relatively new- Projected itself as the only

    destination for used games, newgames & gaming systems

    Competi

    1. Used Vide- Competi- Offering

    selection2. Box Store - Carried - Easily ac- Limited

    proven g3. Rental bas- Monthly- Expansi

    games4. Online Pur- Used gam

    a cheapeassuranc

    - Gave coonline &

    Competitive Advantages

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    Recapturing the current scenario

    9

    Low entry barriers and changes intechnology (digital) have attracted a

    number of newer competitors

    Higher Buyer Power: Can check forprices online and compare

    Higher Supplier Power: Can havetheir own platforms in the future

    Virtually no switching costs,especially in case of popular

    substitutes like Mobile and SocialMedia games

    Unlike competitors, iBrand Image and an

    marketing the bra

    Best of both worlds: BPositioning new ggamers & gift-shopp

    appeal to loyalists

    Unparalleled After SResource Managem

    turn-o

    Positives and NegativesIn the Current Scenario

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    What are the options?

    10

    Status-quo Backward Integration

    Product Extensions Focus on Online Medium

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    RECOMMENDATION

    11

    ONLINE PRESENCE

    Risk Free ventureIntroduce gradually along withthe Physical storesAvoid losing loyal customerswho want to switch to onlinegamesCan also capture the marketthat is oriented towards onlinegaming build loyalty

    PRODUCT EXTENSION

    Can attract hardcore gamersCan boost sales in off-seasonsIncrease brand loyalty

    CONTRACT WITH SUPPLIERS

    Can reduce competition in themarket

    Tradeoff: Increase in Suppliersbargaining power

    BACKW

    Can bancash rese

    Reduce SpowerCompeti

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    IMPLEMENTATION

    Online Presence

    STEP 1: Hire a Top End Website development team to integrate the 2 current websites (already done)

    STEP 2: Develop payment gateways and product delivery service by partnering with Banks and Transport compa

    STEP 3: Implementing this and integrating with the current sales strategy Task assigned to Sales and Ma

    STEP 4: Create department and deploy team to streamline both online and offline platform

    STEP 5: Employ gamification techniques in online platform to engage gamers and reduce switching to other onlin

    Product Extension and Contract with suppliers

    STEP 1: Extend the product line in both the online and offline platform to attract hardcore games & offset season

    STEP 2: Establish contracts with suppliers like EA Sports & Nintendo to develop games for Gamestop, thus limit

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    THANK Y