Robert A. Lloyd
Analyst · Piper Jaffray
Thank you, Paul. Good morning. I'd like to begin this morning with some clarity around our capital allocation for the quarter. As we reported, we repurchased just over 1 million shares at an average of $25.07, for a total of $25.5 million. These are the amounts we reported back in March. We operated under a 10b5-1 plan throughout the quarter. There has been no change in our philosophy or our long-term intentions regarding share buybacks. We have $400 million remaining on our current authorization, and we still intend to return 100% of free cash flow to shareholders. Cash on the balance sheet is ample to continue buying back stock, and we have an unused $400 million line of credit. As a reminder, since we began our buyback program in January 2010, we've repurchased 55 million shares, or over 30% of our outstanding shares, at an average price of $20.56, totaling over $1.1 billion. Let me provide some color now on our first quarter results. As we said going into the quarter, we expected the first half of fiscal 2013 to be challenging as this console cycle winds down. Consolidated global sales were $1.87 billion, down 6.8% from last year, with comps down 6.7%. Our revenue and comp results were in line with our expectations. Comps were down 6.9% in the U.S. and down 6.3% internationally. We were pleased with our sell-through of the new titles during the quarter and the growth in our mobile and digital businesses, but the decline in traffic was as we predicted and was felt the most in hardware sales. Our hardware sales declined 31%, in line with our expectations, while the U.S. market declined 36%. New software sales declined only 3.8% compared to a 14.2% decrease in the U.S. market, as we outperformed the market on the titles released during the quarter. Overall, we gained 470 basis points of new software share in the quarter. Pre-owned sales during the quarter were down 7.5%. Our pre-owned business outperformed the overall video game market, which was down over 19% in the U.S. The other category increased 14.6% over the first quarter of last year, due to growth in our mobile and digital businesses. Our digital business increased 47% over the first quarter of last year. Our digital receipts, or non-GAAP revenue, totaled $174 million. GAAP digital revenues grew $13.3 million, to $56 million. Tony will share some of our digital successes during this past quarter. Our mobile revenues grew $34.8 million to $46.8 million from $12 million in the first quarter of last year, growth of almost 300%. Our trade traffic continues to accelerate, and we continue the international rollout of stores selling recommerce products. Consolidated global net earnings were $54.6 million, and diluted earnings per share for the quarter were $0.46, $0.03 ahead of the high end of our guidance range. The buybacks done during the quarter were completed before we gave guidance and, therefore, did not impact the beat. Gross margins for the quarter were 31%, up 100 basis points from the prior year quarter, with expansion resulting from sales shifting towards our digital and mobile businesses. Digital gross margin dollars grew 58.1%, from $24.7 million last year to $39 million this quarter. The GAAP margin rate grew from 57.7% to 69.7% due to the growth of digital Game Informer magazine. Mobile gross margin was 33.8%, with gross profit of $15.8 million, up from $4.2 million in the first quarter of last year. Total SG&A expense dollars increased 2% compared to the first quarter of 2012. SG&A increased as a percent of sales due primarily to the decline in revenues. Some of this is also due to timing between the quarters of this year. We continue to focus on controlling costs, and we expect full year SG&A expense to be flat with fiscal 2012. Depreciation and amortization was about 6% less than last year. We ended the quarter with 6,544 stores. We opened 9 and closed 105 in the U.S., and opened 6 and closed 12 internationally. During the quarter, we also completed the acquisition of 44 former GAME stores in France. Mike Mauler will have more details on this. Inventory was down slightly, while our AP leverage declined. Within the inventory, we had an increase of 8% in our pre-owned and recommerce inventory, which carry no payables and, therefore, affect our AP leverage. In addition, Wii U inventory is moving more slowly than anticipated. The timing of new release software also affects our AP leverage, and we're confident we will return to more normalized levels as we move through the year. As we indicated in the earnings release, our Board of Directors authorized a dividend of $0.275 per share for this quarter, to be paid on June 19th. Now for the second quarter outlook. We forecast same-store sales to range from down 16% to down 12.5%. Remember that several strong titles released during the second quarter of last year, including Max Payne 3, Diablo III and Ghost Recon, with very little to compare to that this quarter. We expect diluted earnings per share to range from $0.01 to $0.07. More importantly, we're increasing the lower end of our full year comparable store sales guidance to now range from negative 5% to positive 1.5%. This reflects the top line results of the first quarter in the middle of our range, and the guidance for the second quarter. We're also bringing up the bottom of the range of our previously announced full year 2013 earnings per share guidance. You'll recall that our range was $2.75 to $3.15, and that the low of the range assumed one new console. As we now know there will be 2 consoles, and given the results of the first quarter, our new range is $2.90 to $3.15. We're still making several important assumptions about each console launch within the guidance, as we don't have specific launch dates, quantities, prices or available software. The second quarter EPS guidance fits within this new range. Earnings guidance does not include the effect of additional buybacks. Now I'd like to discuss the console gaming market model we introduced in March. If you'll recall, Mike Hogan, our EVP of Strategy and Brand Development, introduced the market model on our year-end earnings call. Since sharing the market model on that call, we've been asked to provide more granularity on our assumptions. Today, I'll discuss some of the methodology behind the model. Our market model represents a forecast of the North American new console gaming category from 2013 through 2015. Console gaming includes console hardware, console software and console digital. The primary inputs were developed from top-tier external research, information from video game publishers and console manufacturers and our own internal data. External data comes from a total of over 20 sources, including analysts, DFC, NPD, IDG, EA, Activision and many others. The primary factors driving the model include available new console inventory from launch through 2015, price points, hardware adoption rates relative to the last cycle, software attach rates based on current trends and the last cycle, historical growth curves for console launches, digital content availability attach rates and subscriptions, and projections of future sales of existing consoles. The primary questions we've been getting surround assumed sell-through, pricing, adoption rates and software attach rates. Here are some details on these factors. Inventory. Currently, we do not have definitive launch quantities for either system. However, in the model, we have assumed that quantities will be similar to those brought to market in the last console cycle launch. Price point. We believe that the next-gen systems will have a lower opening price point than they did last cycle, but do not have any specifics to share. Adoption rate. We know that the growth rates and tie ratios for previous launches and have used those to create model assumptions for the new cycle. During the first full year in the market, Xbox 360 hardware and software sales grew over 60%, and PlayStation 3 hardware and software increased around 30%. The tie ratio of software to hardware in the first full year of sales of the Xbox 360 and the PlayStation 3 was approximately 5:1. Current factors were then considered, such as consumer interest and purchase intent, gathered from ongoing survey work and our first-to-know list for the PlayStation 4 and the newly created first-to-know list for Xbox One. All elements were combined to estimate an adoption rate and a tie ratio for the next-gen consoles. The model assumes that adoption rates will range from 80% to 85% of the past cycle, and that the attach rate will be approximately 80% of the past cycle. When we roll all of this information into the model, the numbers indicate 2013 will decline versus 2012. But then in 2014, the launches gain traction and the category returns to very healthy growth, which extends into 2015. Our model is a market model and does not include any factors relating to market share gains we have made since 2005 and 2006. GameStop's hardware and software market share have increased dramatically in the past few years, particularly in PlayStation 3 and Xbox 360. We've driven this market share through building loyalty programs, with nearly 24 million members in the U.S. and nearly 30 million total globally, and by developing our relationships and marketing programs with our publisher and console partners. These factors give us great confidence in our ability to take advantage of growth in the next console cycle. The other area in which we've been getting investor questions has to do with the outlook for the pre-owned business in a new console cycle. The primary question is whether we expect the pre-owned category to grow during the beginning of a new cycle. We believe there are 3 factors to consider. First, the introduction of a new console tends to stimulate increased trading as consumers upgrade both their systems and games to the new generation. For example, the Xbox 360 and PS3 were, for the most part, not backward compatible. This drove a new cycle of trades. In 2007, the first full year following the introduction of these new consoles, GameStop's pre-owned business grew over 20%. And in 2008, it grew over 27%. The second factor is the continued growth of prior generation consoles. History shows that the introduction of a new console is far from the end for the old console. The previous version becomes a value offering and can continue to grow for years. For example, the PlayStation 3 was introduced in late 2006. At the time, based on NPD figures for the U.S., the PlayStation 2 installed base was roughly 35 million units. Over the next 5 years, the PlayStation 2 installed base grew over 30% to nearly 46 million units. And software for the prior generation consoles will continue to grow as well. In units, PlayStation 2 software continued to outsell PlayStation 3 software for 2 years after the PS3 launch. In the same way, we expect the PS3 and 360 to continue to grow, and that, plus the pre-owned business on the new consoles, will continue to drive pre-owned. The third factor is the impact of new software growth on pre-owned software growth. We know from history that pre-owned inventory and, therefore, growth, tends to lag new software sales. This point is illustrated in the sell-side analysis published in September of 2012. The analysis looked at sales of pre-owned games relative to the sales of new software. The regression model compared trailing 12-month sales of pre-owned HD software for Xbox 360 and PlayStation 3 as a function of trailing 12-month sales for new HD software with a 90-day lag. The model accurately predicted pre-owned HD software sales with a correlation better than 90%. In summary, historical trends suggest that pre-owned will benefit significantly from the growth sparked by the new console launches. Now I'll turn it over to Tony for his comments.