Tony Bartel
Analyst · Piper Jaffray
Thank you, Rob. As Paul mentioned, new hardware sales slowed in the final month of the quarter, causing us to miss our comp guidance. We have seen that rebound in the week, since as consumers waited for key games such as Activision's Call of Duty: Black Ops III, Bethesda's Fallout 4 and EA's Star Wars Battlefront to purchase their hardware. Sales of Microsoft's Xbox One and Sony's PlayStation 4 are up 31% during the first two weeks of November. We continue to dominate the new console cycle, selling over one-half of our Xbox One and PS4 software, generating a 53% share during the quarter. However, Halo 5 and Assassin's Creed Syndicate fell short of our expectations. The recent launches of Activision's Call of Duty: Black Ops III and Bethesda's Fallout 4 met our initial expectation. Our EA's Star Wars Battlefront fell short of expectations. Our pre-owned sales grew 4.9% during the quarter, before the impact of FX, outpacing overall sales by 3.7 point and new software sales by 9.1 point. In addition, we accomplish this growth with minimal promotional activity, generating a higher than expected 46% margin rate for our pre-owned business. We have provided Slide 15 in our investor package, which shows variance in growth rates of the new and pre-owned U.S. segments for next-generation and current-generation software. As you can see, pre-owned sales growth on next-generation software of 88%, outpace new software growth of 38%. Likewise, the sales decline in current-generation pre-owned software of 27% was less than a decline in new software of 65%. Consumers are using our trade promotions to fund their purchases of new software and hardware, providing us with a strong inventory position of in-demand games and hardware. Our PS4 and Xbox One pre-owned inventory has grown 44% compared to where it was this time last year. This gives us the opportunity to provide more value through promotions in the fourth quarter. We expect to end the year with pre-owned growth in mid-single digits, before FX, for the full year. Our non-GAAP digital receipts grew 13.8% prior to FX and 8.7% after FX, and we remain on track to deliver $1 billion of digital receipts for the full year. Downloadable content of Destiny: The Taken King and Steam Wallet revenues provided the majority of the growth during the quarter. The Microsoft announcement that they have sold $400 million of Halo 5, coupled with an NPD report that only reported a $119 million of U.S. Halo merchandise, has caused some to posit that digital sales were much higher on this title than on other previous launches. We are in constant discussion with our publishers and platform holders, and we believe that all major full game titles launched in this quarter were in line with previously announced digital download levels. The variance to NPD is reconciled by global sales not reported by NPD, a broader inclusion of SKUs beyond those track by NPD, two additional days of sales in Microsoft's announcement period versus NPD's reporting period and sales that were reported by publishers, but not reported by retailers. I will now share some data and cover about the performance of our non-gaming segments. Our high growth categories such as Digital, Loot and Technology Brands grew convincingly during the quarter and now represent more than one quarter of our Q3 gross margin dollars. In the quarter, Loot was our fastest growing sales category, with global sales increasing by 384% versus prior year. Loot also helped drive an increase in store traffic, customer basket size and gross margin rate. We expect this category to grow to $300 million in sales for the fiscal year. This rapid growth is being driven by leveraging our newly acquired ThinkGeek business; securing a growing number of exclusive products; and having a broad assortment of well-known IPs such as Star Wars, Call of Duty and Fallout that have strong appeal with our customer base. During the quarter, we made great strides in integrating ThinkGeek's capabilities into GameStop's growing omni-channel business. And we continue to expand Zing stores internationally and in the U.S., under the ThinkGeek brand name, ending the quarter with 22 stores including one in U.S. We expect to end fiscal 2015 with approximately 37 stores worldwide. Our Technology Brands stores are offering hottest technology this holiday season and providing great service. In addition to our rapid growth, we continue to be the most productive AT&T dealer as well as a top-performing authorized Apple reseller. As of the end of the third quarter, we had 834 Technology Brands stores, an increase of 104% over Q3 of 2014. Including two acquisitions that we closed on November 1, we've opened 193 new stores consisting of RadioShack conversions, GameStop conversions and greenfield stores and acquired 239 stores year-to-date. Given the constantly changing nature of compensation programs from our partners, the best way to understand growth in the Technology Brands segment is to look at gross profit dollars. During Q3, Tech Brands drove the 81% gross profit dollar growth in the mobile and CE category. We expect for gross profit dollars to increase between 85% and 95% in the fourth quarter. In closing, we see solid demand for our video game products during the fourth quarter. And our Digital, Loot and Technology Brands businesses will provide sales and profit growth, giving us confidence to achieve our fourth quarter guidance and provide strong growth for 2016 as well. With that, I'll turn the call back to you Paul.