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How do you ensure
this continued stream of knowledgeable staff? Other things, like timeliness,
that's easy to control -- well, it's not easy, but it's a logistics issue.
Making sure that you have the kind of staff that you want in your store, across
the entire chain, which is getting larger and larger every day, it could be a
challenge.
BM: I think that one of the biggest things that we've done,
especially really since a year ago this time, is we left this conference and
the focus, all the way from our executive management down, has been on the
retention of our associates. And again, the numbers are amazing. We're going to
have 83-plus-percent of our managers that are running our stores this year,
this won't be their first Christmas.
TB: Ninety-eight percent of the people who are at the
conference this year have been through a holiday with GameStop before.
BM: Either as an assistant manager and now they've been
promoted to a manager, or...
TB: What other person in retail, much less in video game
retail, could boast that type of percentage? So the first thing, I agree with
you, Bob, is that we've got to retain our people. The other thing is that we've
just launched our most aggressive training efforts. We're working with people
and saying, "This is how you continue to offer great service to the core
customer. Here's how you really offer a great customer experience to the
expanded audience as well."
How do you retain
those people? What's your strategy for keeping those people engaged with
GameStop?
BM: It's really been, as I mentioned, from a high level,
it's been a focus of letting them know, and making them feel like they have a
voice from within the organization and making them proud of the organization,
and who we are. Keeping them informed of where we're going as an organization
so they feel like they're part of the process rather than just coming in and
punching in their time. They actually engage in that process with us.
TB: Absolutely. Recognition has been a big part of it.
Training, we've doubled our training efforts. We have actually doubled our
field HR staff to deal with it. So we've really invested a lot of money in this
effort -- so it wasn't just a, "Go out, and let's do better." We've
really invested a lot of money and effort in terms of retaining them, and it's
worked. The great news is that our turnover is less than half of what it was a
year ago.
Something that ties
into the "GameStop Experience" -- I went to the tournament store in San Jose. I saw the Smash Bros. tournament. It's among the first that was rolled out
with the concept, correct?
TB: It is one of the first. That is one of the first stores
-- and by the way, that's the largest tournament that's ever been held, from a
retail perspective, in video games. We're actually taking the concept of that
store, and there are things that we're going to improve, but you will begin to
see us test new concepts like that as early as the end of this year, the
beginning of next year.
We are actually going to be testing new concepts that
actually take into account the ability for people to go in and have interactive
play. There's going to be a lot more audiovisual appeal than what our stores do
today, and definitely, they're going to be bigger.
The Peripheral Surge
You talked about the
trends of Rock Band and Wii Fit. Obviously, one of the biggest
trends right now is games shipping out with peripherals -- which was once
considered to be the kiss of death. After the NES, it really went down, but
it's huge now.
BM: I think, for instance, in a game like Mario Kart, where it's shipping with the
wheel, but it's a four-player game. Even though -- Tony's point earlier --
that's where our associates are going to be able to tell that consumer that,
"There's a wheel in here, and you can play the game without the wheel, but
in order to have the experience, we just want you to be aware that there's one
wheel, and if you have other people in the family, you're going to want to buy
additional wheels."
TB: I think that, first of all, it's obviously been
successful. You just have to look at Guitar
Hero, and Rock Band has been
wildly successful. I'm very excited about what they just announced... is that
the peripherals are going to be interchangeable between Rock Band and Guitar Hero:
World Tour. Because I don't think my family can take any more drum sets,
especially ones that you can't take apart. I'm really excited about the fact --
that there's no doubt that this works in the short term.
Now, the question is... since they came out, there's been a
definite improvement in quality of the instruments, and so forth, that they've
had this year. At some point, are you going to reach a saturation point where
people are not going to be buying peripherals year after year after year? Could
be. How many SKUs do we have that are box sets?
BM: We will have close to 25.
TB: Close to 25 SKUs, going into the holidays, that are
different SKUs, that are box sets.
Well, there's,
what... three Rock Bands? Three Guitar Heros? And there's more than one SKU -- there's the
guitar SKU, drum SKU...
TB: Precisely.
God, that's
complicated.
TB: So there's 25 of those, so the complexity of -- if I
were in a big box, I'd be saying, "Thank God that the CD industry is down
so much, because where would I put all of this stuff?" But I think that
peripherals are obviously selling. But what I think the future is -- probably,
it's just frankly a household limit on the amount of peripherals that you can
fit in one game room.
But for you guys, how
do you balance this? A lot of your stores -- I mean, some of them are quite
large, but some of them aren't. So how do you balance stocking and handling
these large packages? One Rock Band
is 100 copies of a regular game, or something.
BM: That's a good point. It essentially becomes a real
difficult challenge going into the second generation of Rock Band, and now Guitar
Hero 4, where that will come with drums, so the packaging will get bigger.
So the way we're setting it up now, and we're still finalizing it, is that we
obviously won't carry the high-end things, like the Ion drum sets, some of the
Fender guitars, and so forth.
But still, we want the customer to be able to walk into a
GameStop -- this is an initiative that Tony really drove home with us hard from
an operations and merchandising perspective. We want them to be able to come in
and be able to say, "Hey, I want that Ion drum set." We want to be
able to get that delivered to the store in a fairly short period of time. We'll
be able to stock it and have it in our distribution centers, and still get it
to the customer within a short period of time, without taking up all of the
room within our stores.
TB: Those are the unique SKUs, beyond the 25 you're talking
about. But for the 25 we're talking about, our proprietary system literally
allows us to watch, today, what's selling, where we need product, and today we
can also send it out to that store -- so it will be there literally just in
time. Since it's all we do, the proprietary system is solely based on video
games.
It's going to be a challenge for us, because we can't literally just
dump 50 of each SKU into the store, and watch it sell. But we are going to be
on top of it literally on an hour-by-hour basis, to make sure that nobody's
shorted.
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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.