The Friendly Ogre: Trade Values, Used
Game Sales, and the Economy
Something I wanted to
talk about is a packet I got a few weeks, maybe a month ago.
TB: From GameStop?
From GameStop, with
the ogre, and the air freshener and everything -- it seemed to be about
perception, the perception of GameStop.
TB: Trade value perception?
Yeah. Can you talk
about that?
TB: We did some research with customers and that's what it
was born out of it. You're talking about the 150 titles every day, worth over
$15. What we found was that the perception of our trade value was far different
than the reality of our trade value. Far
different. I'm sure you see that on the blogs, and so forth, you don't have to
read very far. The reality is that there are a significant portion of our games
that do actually represent a strong value.
So that was the basis of our campaign -- to let people know
that a large portion of our games are over $15 when you trade them in. We see
that really as a very unique part of GameStop. We provide currency for the
purchase of new games.
We really believe, and the reason that we're so
passionate about our trade program, is that it drives new games. Last year,
alone, we put over $700 million of trade credit back toward new games. I think
that new games is about a $9 billion market. So if you stop and think about the
currency that we're generating for the sale of new games, it's an absolutely
amazing proposition.
BM: Especially, we feel, with the economy in the current
situation where it is, and it seems to continue to be probably a tough economy
-- gasoline prices, the way they've been and so forth -- the value perception
is something that we feel very strongly about and are committed to.
What about your
relationships with publishers? We've talked about this before, and we talked
about it last year -- I know it's come up a lot. There's a certain point at
which publishers become uncomfortable with the used game market.
BM: I think, again, as Tony mentioned, it's a significant
amount of currency that we've put back into the new gaming market. Again, over
$700 million worth of games. And what's interesting, is that the transactions
where we have trade-ins, 80% of those transactions, the credit is applied to
the purchase of a new game. Again, it's a significant amount of money that
we're generating purchasing power to allow them to buy the games that they
want.
TB: And actually, it's something that we speak very openly
with the publishers about. It's not a hidden topic. It's who we are. It is not
something we are not proud of. We believe that we are bringing a tremendous
value to the customer by doing it. I think that all of the publishers, from a
trade perspective, there's really very little discussion on that.
To your point, there is discussion more on the used side,
but I will tell you that, as we've explained the model and as Bob has
articulated, over 80% of those trade credits go back toward new purchases. And,
quite frankly, as our frontline market share continues to increase year after
year after year, it's a little hard to argue that that portion of the business
is hurting our frontline market, when our market share continues to increase
year after year.
I would say that it
doesn't hurt you, but the question is how much do the publishers perceive it as
hurting them?
TB: I really think, again, when you look at the fact that
nine percent of the total currency spent on new games last year was generated
out of one company's trade program, I guess you'd have to ask yourself,
"Okay, if that went away, how much would the industry suffer?"
I think that from a trade perspective, a great example is
the used car industry. Let's say that you were just to take out the trade
program on used cars. How many new car sales would be impacted by that? I think
it would be a dramatic reduction in the sales of new cars. I think the same
thing would happen here.
Actually, we had a lot more of those conversations two years
ago than we have had in the last two years.
BM: Yeah, definitely, we have. I would say in the last year
more of the conversations are on digital, and again, our position is as we've
stated. We're not afraid to compete against any of our competitors, and if they
turn the tables and they create a non-parity situation, and it's not a fair
situation where they're giving us a chance to compete.
TB: And I'd say we've had a dramatic reduction this year --
and that's another thing that's has changed from last year -- we've had a
dramatic reduction in the number of discussions on trade and used, simply
because trade is becoming such an integral part, especially in this economy, in
the affordability of the games coming out, that we really are just not having a
lot of discussions about it.
You spoke a little
bit about this, but I wanted to talk about the impact of the economic downturn
on you guys. Obviously, it's been news within the industry that we've been
fairly resistant to the downturn -- in fact, there's been growth over and over
and over. At the same time it's been at the forefront of people's minds,
particularly as things don't seem to be improving.
TB: The economy is difficult. There's no doubt that for
retail, the economy's difficult. At the same time, we just released our second
quarter earnings, and our sales are up 38% year to date. So I don't think there
are a lot of retailers that could even articulate those numbers. I think that's
where our model really helps us -- the trade currency that we talked about has
really come into play. It's been very strong for us, and it's kept us in a very
strong position for frontline market share. And obviously, we're selling a lot
of new games to be up 38%.
BM: I think, too, that with a tighter economy, the consumers
are making entertainment decisions that are in our favor. That entertainment
choice is now at home -- whether it be a game for their own needs, or for a
family interaction. That's one of the neat things, I think, about what we keep
referring to as "the expanding market", it's the family focus of
getting these games and really bringing that into the fold.
TB: My family's a little unique. I have six children. So
when I go out to a movie, I just take out a loan, basically, to go out. But for
the cost of a normal family to go to the movies, you could buy a video game. So
I take my family out and basically spend 70 bucks to take them out to a movie.
For a little more than that -- if we get Rock
Band, let's say, which we play a lot of at our house. Two movies, versus Rock Band, which we've played for hours
and hours and hours, I mean, it just... there's no correlation whatsoever.
Definitely. If you
look at it from a value perspective, for time versus cost, it's a lot higher
than, particularly, movies.
TB: The real beauty is, along the same line -- you asked
about the value, earlier. The other thing that GameStop has that I think is a
really powerful message. We have over 3,000 games in our portfolio, right now,
that are $19.99 or less. Again, in a value-oriented economy, to have that level
of selection for an incredible experience for $19.99 or less, we have 3,000
different games.
BM: And that will serve well going into the Holiday
gift-giving season.
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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.