Retail

GameStop’s Turnaround Is a Category Swap

GameStop’s Q2 sales fell 18.7% while operating income reached a record second-quarter $160.2 million as collectibles rose to 45.1% of sales. The company has not fixed videogame retail; it has changed category mix, store count, and the economic job of its remaining locations.

Blackrock Research
September 9, 2026

GameStop’s Turnaround Is a Category Swap

Executive summary

GameStop's second-quarter results look like a retail turnaround: sales fell 18.7%, yet gross profit rose 21.9% and operating income more than doubled to a record second-quarter $160.2 million. The important change is not a recovery in videogame retail. Collectibles rose to 45.1% of quarterly sales from 23.4% a year earlier, while videogame sales almost halved.

The intuitive reading is that trading cards have rescued the legacy store base. That is directionally plausible and not yet proven by the public accounts. GameStop does not disclose gross profit by merchandise category, and the comparison also reflects a prior-year console launch, planned store closures and the sale of its French operation. The more defensible conclusion is narrower: the company has changed the mix and cost base fast enough that shrinking revenue now produces more operating profit.

That distinction matters beyond GameStop. A mature retailer can improve by replacing the job of its stores, not by restoring the category for which they were built. The test is whether the new category produces repeatable gross profit and store productivity after novelty, grading capacity, inventory risk and a smaller footprint are accounted for.

Market context

GameStop's old model depended on physical videogame launches, hardware cycles and a high-margin trade-in loop. Digital distribution weakened the store's role in software, while console launches made quarterly comparisons unusually dependent on release timing. Management is now describing the business through three categories: Collectibles, Video Games, and Pre-Owned and Refurbished. Beginning this quarter, prior periods were recast into that structure.

The new labels are not cosmetic. In the 13 weeks ended August 1, 2026, collectibles generated $356.3 million of sales, up 57% year over year. Video Games fell to $263.2 million from $494.6 million, and Pre-Owned and Refurbished fell to $170.7 million from $250.0 million. For the first time in the disclosed mix, collectibles were the largest category by a wide margin.

GameStop has also removed a large amount of physical capacity. Its fiscal 2025 annual report shows 2,206 stores at January 31, 2026, down from 3,203 a year earlier. The company closed 727 U.S. stores, exited Canada and New Zealand, and retained 1,598 U.S. locations. Management now calls the remaining domestic footprint a core part of its logistics infrastructure.

Collectibles give that footprint a different job. GameStop accepts trading cards for third-party authentication and grading through Professional Sports Authenticator, expands shelf space for collectibles and sells graded cards through its Power Packs platform. Stores can become places to acquire inventory, submit assets, establish trust and serve enthusiasts, rather than simply shelves for packaged games.

External capacity is expanding too. In May, PSA announced a $200 million infrastructure program and said it graded more than 19 million cards in 2025, up from 2 million in 2020. Those are PSA's own throughput figures, but they indicate strong demand. The investment also identifies a constraint: authentication capacity and completion time are part of the customer proposition.

Findings

Finding 1

The revenue decline is hiding a fast category replacement.

Q2 merchandise mix2026 sales ($m)2025 sales ($m)YoY change2026 share2025 shareShare change
Collectibles356.3227.6+56.5%45.1%23.4%+21.7 pts
Video Games263.2494.6-46.8%33.3%50.9%-17.6 pts
Pre-Owned and Refurbished170.7250.0-31.7%21.6%25.7%-4.1 pts
Total790.2972.2-18.7%100.0%100.0%

Source: GameStop Q2 fiscal 2026 earnings release filed with the SEC, September 8, 2026. Period: 13 weeks ended August 1, 2026 and August 2, 2025. Units: U.S. dollars in millions, percent of sales and percentage points. Method: year-over-year changes calculated from company-reported, recast sales. Limitations: categories combine products and services; GameStop does not disclose units, comparable sales or category gross profit. The prior-year quarter included the Nintendo Switch 2 launch, and the current comparison includes store closures and the France divestiture.

The striking number is not total sales. It is the 21.7-point change in mix. Collectibles added $128.7 million while the other two categories lost a combined $310.7 million. The new business is growing quickly, but it has not replaced all the revenue that disappeared.

That is why "collectibles rescued sales" is the wrong claim. Collectibles replaced part of the lost revenue while aggregate gross margin improved; the public accounts cannot show how much of that margin change they caused. GameStop's total gross profit increased by $61.9 million even as revenue fell by $182.0 million. A smaller base generated more gross dollars.

For other retailers, the lesson is not to chase trading cards. It is to measure whether a replacement category brings a different economic structure: better margin, less direct digital substitution, more frequent visits, a two-sided supply loop, paid services or stronger community participation. Revenue need not be replaced one-for-one if gross profit and cash contribution recover faster, but continued contraction eventually pressures fixed-cost absorption.

Finding 2

The turnaround is visible in operations, but category causality remains unproven.

Q2 operating measure20262025Change
Net sales$790.2m$972.2m-18.7%
Gross profit$345.0m$283.1m+21.9%
Gross margin43.7%29.1%+14.6 pts
SG&A$187.1m$218.8m-14.5%
Operating income$160.2m$66.4m+141.3%
Operating margin20.3%6.8%+13.5 pts

Source: GameStop's September 8 SEC-filed earnings release. Period: 13 weeks ended August 1, 2026 and August 2, 2025. Units: U.S. dollars in millions, percentages and percentage points. Method: percentage changes calculated from GAAP values; margins reproduced as reported. Limitations: the 2025 comparison includes a major hardware launch; gross profit is not allocated by merchandise category; store closures and country exits affect sales and expenses together.

This table supports a real operating improvement. Investment gains, interest income and digital-asset movements sit below operating income, so they do not explain the $160.2 million result. That matters because GameStop also reported $298.7 million of net income, a figure affected by a derivative gain, an unrealized gain on its eBay investment and a loss on digital assets. The retail operation should be judged above those items.

Still, the accounts do not prove that collectibles alone produced the margin step-up. Closing weak stores can raise gross margin and reduce store expense. Exiting France changes geographic mix. The prior-year Switch launch likely carried a large hardware component and makes the comparison unusually demanding. GameStop's new category disclosure shows where revenue moved, but not where gross profit came from.

The missing exhibit is a category contribution table: sales, gross profit, inventory, shrink, labor, occupancy allocation and grading-service fees for Collectibles, Video Games, and Pre-Owned. Until that exists, the strongest conclusion is that category mix, fleet reduction and cost control jointly changed the operating result.

Finding 3

The remaining stores need to function as market infrastructure.

A packaged videogame store mainly distributes inventory from publishers to consumers. A collectibles network can be more circular. Customers supply cards, stores facilitate submission, an authenticator establishes condition, and the asset can return to a marketplace or vault. Trust, liquidity and local convenience matter alongside shelf availability.

GameStop's own actions fit that model. It expanded card-grading submission services to all U.S. stores in fiscal 2025, increased space for collectibles and developed digital products tied to graded physical cards. Its relationship with PSA adds authentication without requiring GameStop to build the grading standard itself.

That model can make a physical location useful even when the initial transaction begins online. A store can lower the friction of sending a valuable card, provide a local handoff and acquire supply from customers. The network's value depends less on raw store count than on submission volume, turnaround time, trust, repeat visits and the ability to route inventory to the best buyer.

But this is not a free pivot. Collectibles expose the retailer to fashion cycles, counterfeits, grading disputes, theft and inventory volatility. GameStop says Nintendo, Sony and Pokemon together accounted for a majority of new-product purchases in fiscal 2025. The pivot does not eliminate hit dependence; it shifts part of it toward the popularity and availability of collectible properties.

Implications for operators

Retailers attempting a category migration should manage gross-profit replacement, not revenue optics. Track gross profit per store, per labor hour and per square foot for both the declining and replacement categories. Report how much lost gross profit the new category replaces, not only its growth rate.

Give the physical network a specific role. If stores are submission points, inventory-acquisition nodes or trust desks, measure submission completion, rejected items, cycle time, service revenue, attach rate and repeat visits. If those functions are not material, calling the fleet infrastructure does not make it so.

Separate operating performance from treasury results. GameStop's unusually large securities and derivative positions make net income a poor measure of retail execution. Other operators with financing, property gains or asset sales should use the same discipline: put sales, gross profit, store expense and contribution margin ahead of below-the-line gains.

Avoid extrapolating one launch-distorted comparison. Cohort the remaining stores and track at least four quarters of comparable sales, gross margin, inventory turns and shrink. Measure collectibles separately by trading cards, toys, apparel and services; the category is too broad for a single growth number to guide buying.

Finally, govern authentication as part of the brand promise. Even when a third party assigns the grade, the retailer owns the handoff experience. Clear custody records, declared turnaround ranges, exception communication and loss procedures are retention tools, not back-office details.

Risks & open questions

The thesis would weaken over the next four quarters if collectibles growth reverses, consolidated gross margin moves back toward its pre-pivot level, grading use fails to recur or the remaining store cohort cannot produce repeatable cash contribution without further closures. It would strengthen if GameStop discloses stable comparable-store growth, category gross profit, healthy inventory turns and recurring grading-service use.

Public data cannot yet separate trading cards from the rest of collectibles, which includes action figures, apparel, toys, home goods and service fees. Nor can it show whether sales are driven by more collectors, higher prices, new store allocation or speculative demand. PSA's capacity investment signals demand and also raises the possibility that constrained supply or long turnaround times have temporarily supported economics.

The store network deserves particular scrutiny. Fiscal 2025 ended with 31% fewer total stores than it began. Management does not expect another significant U.S. reduction this year, so future margin gains will need more help from store productivity and mix rather than closure alone.

Appendix / methodology notes

This report uses GameStop's September 8, 2026 earnings release and fiscal 2025 Form 10-K, plus PSA's May 2026 infrastructure announcement. Q2 growth rates and percentage-point changes were calculated from the company-reported figures shown in the tables. Fiscal periods are GameStop's 13-week retail quarters, not calendar quarters.

No estimate of category gross margin, collectible market size or investment return is presented because the public data do not support one. The chart that would most improve the analysis is a 12-quarter category contribution bridge showing sales, gross profit, inventory, shrink and allocated store labor for the three reported categories, alongside comparable-store traffic and submission-service volume. It should separate new product, pre-owned product and service fees and disclose changes in active store count.