Tony Bartel
Analyst · Credit Suisse
Thanks Rob. Good afternoon. It’s very exciting time for GameStop. At this stage of the console cycle, as we continue to dominate the videogame market around the world grow our differentiated position in market share and brands into exciting areas that leverage our retail and digital expertise. The focus of my comments today will be on the current console software environment, our plans to continue growth in our digital business and the expansion of technology brands. To-date, this has been a strong launch and GameStop has gained on every front as compared to the last launch. The PS4, Xbox One category hardware unit sales are 56% higher than PS3 Xbox 360 over the same period of time following launch. GameStop has gained significant hardware share with our unit sales up 145%. In software, we have a commanding 46% market share of PS4 Xbox One software with unit sales of 92% over the last launch cycle. And so far in 2015, we continue to dominate the new generation of software with our Xbox One and PS4 software market share at 52%, up 440 basis points over the same timeframe in 2014. We believe that new software sales were impacted in the latter part of 2014 as many games were given away at subsidized marketing incentives in next-generation hardware bundles. According to NPD, these free digital games reduced the total physical next-generation software market by $250 million. We also believe based on our discussions with publishers and platform holders that these pack-in programs will be significantly reduced in 2015. We are excited about the innovation that is coming to the new consoles in 2015. Key titles include the just launched Battlefield Hardline from Electronic Arts, the soon to be launched Mortal Kombat X and Batman: Arkham Knight from Warner Bros, Madden, FIFA, and Star Wars: Battlefront from Electronic Arts, Halo 5 from Microsoft, and Call of Duty’s next installment from Activision. We leverage our close relationships with the publishers to drive differentiation. For instance, two weeks ago, we had a very successful launch of Battlefield Hardline. Working closely with EA, we provide an each U.S. associate with the opportunity to play actual game four days prior to its launch. They were able to share their experience through both social media and with our customers during the weekend and during the crucial midnight opening. Clearly, we had the most informed associates on the night of the launch. In terms of our pre-owned business, it returned to growth in 2014 and we expect it to accelerate in 2015 driven by new software growth. As the next-gen cycle takes hold, we are seeing more of our pre-owned sales shift in the PS4 and Xbox One. Additionally, as publishers continue to transition from legacy to new, it positions GameStop as the destination location for older games and systems. In addition, we continue to drive new forms of payment to make GameStop the most simple and affordable place for gamers’ favorite technology. In addition to the Powerup Rewards credit card, which has generated over $225 million of credit supply, we have also added Apple Pay and a gift card exchange program to provide customers with even more ways to afford the technology that they want. Turning to our digital business, we matched the growth of our publishing partners by generating $948 million of digital receipts at a growth rate of 31%. Key digital drivers continue to be our dominant share of downloadable content, digital sales of full game downloads our sale of subscriptions and point cards, digital Game Informer and our fast-growing Steam PC download business. Our important enrollment in digital value chain is the discovery and affordability of digital content. And we have spoken often of our success in driving digital adoption with our customers. As Rob mentioned, based on data from DFC Intelligence, we had a 42% market share in 2014 of all of the downloadable add-on content sold. We accomplished this because our knowledgeable associates, many of whom have actually placed a downloadable add-on content help customers discover and purchase this great content. We expect to provide a similar benefit for full game downloads both for AAA games and for indie games. We are a key player in the digital value chain and we have plans in place to be full participants in all facets of digital gaming similar to what we have done in add-on downloadable content. And in mobile, our Kongregate service continues to publish profitable mobile games. We expect to publish 15 to 20 games this year and grow our mobile revenue by 80%. It’s important to note that two of our most important digital initiatives are mobile and PC publishing and our digital magazine, Game Informer are led by two of the most influential women in gaming, Emily Greer, the Co-Founder of Kongregate and Cathy Preston, the Publisher of Game Informer. Finally, as Rob shared, we are very pleased with the returns that we are getting on our technology brands businesses. We have closed exclusive relationships with AT&T and Apple that allow us to participate in consumer-friendly offering such as the next program in our Spring Mobile stores and iPhone warranty replacement in our Simply Mac stores. These partners also offset a portion of our construction costs. The growth of 350 to 550 stores that Rob talked about will come from four main sources. First, wide space development, working with AT&T and Apple, we have identified sites that will support a new AT&T, Cricket or Simply Mac stores and we are leveraging our real estate expertise to identify and procure the best real estate available. Second, mergers and acquisitions, working closely with our partners we continue to look at opportunities to acquire new stores. On average, we see at least a 30% increase in productivity in acquired stores through stronger execution. Third, GameStop real estate conversions, as we continue to rationalize the GameStop asset base, we are identifying locations where we can convert GameStop real estate into AT&T, Cricket or Simply Mac locations. We target stores that we can transfer significant sales to nearby GameStop locations. This is our most profitable asset move and we plan on executing 70 to 100 of these conversions this year. Finally, RadioShack conversions, we procured 163 leases from the RadioShack Bankruptcy Trust and we are currently in the process of converting most of these leases into AT&T stores. We were very selective in picking the top stores that had great lease terms, strong visibility and were consistent with our partners’ needs. With that, I will turn it over to Mike Hogan for his comments.