GameStop Q2 Results Show Collectibles Driving Margin Growth

GameStop reported Q2 FY2027 revenue of $790.2 million, with collectibles accounting for 45.1% of net sales and driving a significant expansion in gross margins.
GameStop reported second-quarter fiscal 2027 revenue of $790.2 million, exceeding estimates by 4.41 percent. The company’s adjusted EBITDA rose to $174 million, nearly doubling the $75.7 million recorded in the same period last year. Management subsequently raised the full-year fiscal 2026 Adjusted EBITDA guidance to exceed $650 million, reflecting improved operational performance.
The primary driver of this financial improvement was the collectibles segment, which generated $356.3 million in revenue, a 57 percent year-over-year increase. This product line now represents 45.1 percent of total net sales, fundamentally altering the company’s revenue mix. Consequently, gross margin expanded to 43.7 percent from 29.1 percent a year earlier, indicating higher profitability per dollar of sales.
Collectibles Drive Margin Expansion
The shift toward higher-margin collectibles has structurally improved GameStop’s financial profile. While video game revenue declined to $263.2 million from $494.6 million in the prior year, the loss in volume was offset by the growth in the collectibles business. This mix shift is the direct cause of the gross margin expansion, as collectibles typically carry higher margins than traditional video game software.
GAAP net income included a $166.3 million gain from derivatives and a $75 million loss on digital assets, meaning core operational earnings were less volatile than headline figures suggest. The company holds $4.85 billion in cash and has a $2 billion share buyback authorization, providing significant capital flexibility. Additionally, GameStop retains a stake in eBay valued at approximately $4.9 billion, which remains a latent asset for potential future capital allocation.
Video Game Revenue Declines
Total revenue decreased 18.72 percent year-over-year, primarily due to the contraction in the video games segment. Management attributes this decline to planned store closures, the divestiture in France, and the absence of a comparable new hardware launch in the prior year. These factors indicate that the revenue drop is structural rather than a loss of market share.
Despite the revenue decline, the company’s forward outlook remains positive due to the profitability of the remaining operations. The reduction in store count is intended to improve efficiency and focus resources on higher-margin products. This strategic pivot suggests that future earnings growth will depend less on top-line revenue volume and more on the sustained high margins of the collectibles mix.
Competitive Position Versus Peers
Compared to Best Buy, which trades at approximately 12 times forward earnings, GameStop’s implied multiple of roughly 14 times reflects the unique nature of its collectibles business. Best Buy reported 4.1 percent comparable sales growth but lacks the specific margin expansion seen in GameStop’s collectibles segment. Funko, a pure-play collectibles competitor, saw 9 percent growth in its core segment, significantly lower than GameStop’s 57 percent.
According to GN markets/earnings (en-US), GameStop’s raised EBITDA guide of over $650 million substantially exceeds Funko’s guidance of $100 million to $110 million. This scale advantage, combined with higher growth rates, positions GameStop differently from both diversified electronics retailers and niche collectibles specialists. The company’s ability to maintain collectibles growth above 30 percent in upcoming quarters will be the key determinant of its future valuation.






