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GameStop has consolidated the retail specialty game market
in the U.S. --
having absorbed its strongest competitor, EB Games, in 2005. The company has
also made major acquisitions and expansions in other countries, with recent
moves in New Zealand
and Scandinavia indicative of its plans to become the
primary gaming retail chain the world over. The chain currently has more than
5,000 stores globally, and is expanding at the rate of 300 a year -- in the U.S.
alone.
We have a tendency, as an industry, to concentrate on the
games themselves. But the environment that surrounds them is equally as crucial
as the games themselves, and that's why Gamasutra chose to attend the GameStop
Expo, which took place last week in Las Vegas, Nevada.
The event -- read our full report here -- invites both the store managers of
its North American stores and senior corporate management to the Mandalay
Bay resort complex's convention
center to experience product demonstrations, training, and meetings.
The event also gave Gamasutra the chance to speak with Bob
McKenzie, senior vice president of merchandising, and Tony Bartel, executive
vice president of merchandise and marketing.
The conversation was wide-ranging,
and touched on many important areas of the business, from the expanding
consumer base ushered in by the Wii and DS, to the health of the PC market,
competition with digital distribution, the state of the current console market,
the used game issue, and what differentiates the GameStop retail experience
from its competitors.
To catch up on last year's interview with McKenzie, click
here.
So, it's been a year
since we spoke. How has the last year been for GameStop?
Bob McKenzie: It's been great. It's really been a fun year,
and we've made a lot of progress, sold a lot of Wii hardware, since the last
time we met. We've done a really good job of -- a year ago, when we met, we
were just launching the brand 'GameStop: Power to the Players'.
We've done a
great job with that, moving that along, and now we continue to refine our
marketing and look at consumer research and figure out how we can market better
to our customers -- and really figure out how we can get that expanded consumer
in and really shopping with us.
Tony Bartel: If you look at the partnerships we've really
been able to forge with the publishers, and with the Power to the Players
message that Bob mentioned, I think you see in our advertising that what we're
starting to do is really bring some exciting exclusive news to the gamers.
It's something that GameStop would love to stand for: that great experience,
but a unique experience, that you can only get at GameStop. And we've really
forged some great relationships with the publishers that have helped.
What do you see so
far that defines the unique GameStop experience?
TB: I think a couple of things: one thing that you saw with Madden, you saw that we came out with a
$50 coupon book that went out with Madden.
Some of those [other promotions] are about ready to launch, and I can't talk
about those yet, but we're ready to release those very quickly.
With GTA IV, our commercials were one of
the first times people were really able to see footage from the game, and it
really took off on YouTube.
So again, what we understand from our consumers is that they
want an exclusive experience; they want an experience they can't get anywhere
else, so I think we've done a good job of moving in that direction this year.
The Big Story: The Expanded Consumer
Something you
mentioned is that you've sold a lot of Wii hardware in the last year. Is that
the big story for you in the last year, from the perspective of what you've
sold?
BM: I think it's multiple platforms this year. In July, we
had the announcement that came out of NPD that there's more Wii hardware -- a
bigger install base now, than the 360. This obviously was big news, and points
toward the continued growth that [Nintendo] continues to have. But obviously, the Xbox 360 platform
has continued to grow very well for us, as well, and titles like GTA IV that finally are coming out on
360, that, and even on PS3. So really the whole market is really beginning to
kind of rise for us.
With the PS3, the announcement early in the year with the
Blu-ray, that they kind of won that de facto war, and GTA IV, which you got on PlayStation 3, and followed closely by Metal Gear Solid, those two titles
really brought the PlayStation 3 hardware to a new level for us, and it isn't
turning down.
TB: I think another thing that's changed for us is the
explosion of the family gaming genre. I think at this time last year, people
were kind of waiting to see if it was real. I think people now are firmly behind
it, and they believe that it's real, and you've got developers -- and when we
look at the numbers, the sheer number of games that are coming out in that
genre, it's absolutely amazing.
BM: Yeah, that's a good point. I think last year I mentioned
to you that we had put up dedicated merchandising sections in our stores, and
to put that into an example of what Tony's talking about, currently in the
kids' section, we have 215 active titles. A year ago we had 80 that were
active.
We have 250 new releases yet to come, so we'll have over 450 titles that
are going to be E and T-rated in this kids' entertainment section. We've done that merchandising and marketing-wise, with visual merchandising
working with stores to, again, make our stores a little less intimidating for
the expanded consumer, primarily the moms, and make that easier for them to
come in and enjoy a good shopping experience. And again, our passionate players
are able to provide a great customer experience for those customers as well.
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Biggest load of bullshit I've heard in a while. I can guarantee you that Gamestop has a team of people doing all they can to stop digital distribution from expanding.
When you're a store as big and powerful as Gamestop, how hard is it to say to a company like EA, "sure you can release that game simultaneously through xbox live...we'll just take the box version off the nice pretty display kiosk and put it in the back, along with all your other games."
Used games take a tremendous amount of money out of the hands of the game creators and Gamestop is the main source.
TB: Yes. Most stores are doing this these days, I think, yes. I'm not sure how many of them are actually hooking it up with the transaction data, to say, "Okay, this is the transaction that these people actually did." I think that makes us unique. So, for instance, I can tell you last week that 53% of the people who bought DS last week are women. 49% of the people who bought Wii last week are women. The average age of the woman who bought the Wii was four years older than our average age that was in there. "
I just lost faith in the data presented in this article. I would bet women are far more likely to respond to these surveys than men are. My fiance (a male) didn't even know receipts had surveys on them, but I (a female) take these surveys regularly.
Either way, whether or not we believe in the relevance of this data, GameStop does.
I think Gamestop's customer data is not representative of all customers and is likely confounded by volunteer bias (and/or other factors) because it requires extra steps beyond the initial purchase. Gamestop isn't getting an accurate collection of purchaser data and may be presenting an inaccurate claim by saying that half of the DS purchasers were female (or any other claim based on this data).
I just don't like that they are making these claims based on what I think are poor data-gathering techniques.