Rob Lloyd
Analyst · Macquarie
Thanks, Paul. Good afternoon everyone. In a testament to our diversification strategy and new school metrics, we deliver earnings on the higher side of our guidance range despite the challenges we faced in the core video game business in second quarter. Our earnings of $0.27 per share resulted from significant contributions by Tech Brands and Collectibles. Tech Brands' revenues grew 54.6% to $175.9 million and Tech Brands' operating earnings were $13.9 million, compared to $400,000 last year. Collectibles sales grew 120% to $90 million. On the strength of our new higher margin businesses, consolidated gross margins were 37.9%, an all-time high, up 500 basis points from last year. As you know, NPD results were down 31% in hardware and 12.5% in software for the quarter. We saw declines in hardware of 33.4% and in software of 18.2%. The largest titles in the quarter were released in May with very difficult overlaps in June and even July. We gained share in May with titles like Uncharted 4 and Overwatch. We lost share in June and July, which happens when there are no notable titles. We saw a noticeable dropoff in hardware sales after announcements or rumors of console refreshes leading into and during E3. Paul mentioned that we completed three AT&T acquisitions. We had one transaction closed at the end of May and the other two on the first day of the third quarter. Now for more depth on our results. Total sales decreased 7.4% in the quarter, greater than we expected due to the hardware declines. The FX impact on sales was marginal at negative $5.1 million for the quarter, and we don't expect much impact for the full year. Comparable store sales decreased 10.6% for the quarter driven by the decline in hardware and software. U.S. comp was down 12.5% and international comes were down 5.9%. The negative hardware and software impact caused a comp decline of just over 12%. The positive impact of collectibles on the comp was approximately 2.5%. Omnichannel sales increased 16% during the quarter. Operating earnings were $58.3 million, a decrease of 4.1%, compared to the results for Q2 2015, excluding ThinkGeek and Radio Shack deal costs. 29% of our operating earnings in the last 12 months came from sources other than physical gaming. In 2015, we had 25% of our earnings come from nonphysical gaming. Again, we expect 30% or more of our fiscal 2016 operating earnings to come from sources other than physical gaming. SG&A as a percentage of sales increased from 27.8% in the prior year quarter to 31.8% for this year's second quarter. The increase was due to the decline in sales overall and the growth of Tech Brands. SG&A in the video game brand segments declined $8.1 million, but increased as a percentage of sales from 26.6% in the second quarter of last year to 29.6% this quarter, due to the comp sales decline. Coupled with reductions in the first quarter, we've reduced SG&A in the core GameStop branded stores by $15 million year-to-date, on our way to our $30 million reduction goal for the year. Interest expense increased by $8 million year-over-year due to the issuance of senior notes in March. Net income increased $2.6 million or 10% from $25.3 million in the second quarter of last year, which included acquisition related charges of $9.1 million. Now let's look at performance for some of the categories. We covered hardware and software sales already. Hardware and software margins increased from the prior year quarter due to lower freight costs and higher cooperative advertising dollars as a percentage of sales. Pre-owned sales declined 3.2% during the quarter, but significantly outperformed the declines in hardware and software. Pre-owned margin for the quarter was 45.0%. For the full year, margins are expected to come in between 44% and 47%. Digital receipts increased 3.3% driven by DLC and console currency cards. GAAP digital revenues decreased 12.7%, trailing the decline in software during the quarter. GAAP digital gross profit was comparable to Q2 of last year with the margin rate reaching 90.1%. Collectibles grew 119.5% with a margin rate of 38.6%. The decline in margin rate year-over-year is due to the addition of ThinkGeek.com. As we discussed on our call in May, third party fulfillment cost for ThinkGeek impacted the category margin rate for the quarter. We will complete the move of the ThinkGeek distribution operations into our liable center in early 2017. Other key information includes we closed a net of nine video game stores and now have 3,945 in the US and 2,009 internationally. We acquired 507 AT&T branded stores and opened a net of five Technology Brand stores, now have 1,566. Now that we've completed the acquisitions of additional AT&T stores, I wanted to recap our capital allocation strategy and our disciplined approach to returning our excess cash to shareholders. Our capital allocation strategy, which is regularly reviewed with our Board, remains the same. Disciplined investments in the business including value accretive acquisitions are a priority. And to the extent those investments do not require our free cash flow, we returned free cash flow to shareholders in the form of dividends and share repurchases. Some history may be helpful. In 2010, because we were generating a significant amount of free cash know, our Board concluded it was the right time to re-evaluate our capital allocation and begin to return free cash flow to shareholders in the form of share repurchases. In 2012, the Board initiated a regular quarterly dividend and our Board has approved annual increases in the dividend, raising it from $0.60 per share at inception to $1.48 now. We target all M&A and new store investments to meet an IRR of 20% and the IRR for Technology Brands investments we've made since 2012 has been well above the company's cost of capital and the IRR targets. Looking ahead, as we plan for fiscal 2017, the Board will analyze our long-term strategic model to estimate the amount of free cash flow available for M&A and share buyback after considering dividends and sufficient liquidity. While we did not buy back any shares in the quarter due to our M&A activity, we expect to buy back between 75 million and 125 million this year. As in the past three years, we will continue to use 10b5-1 plans to execute our buyback, for consistent, nonmarket timing purchases. Now I'll move on to third quarter guidance. Revenues are forecast to range between plus 2% and plus 5%, with same store sales ranging from down 2% to plus 1%. Hardware sales are expected to decline approximately 20%, which could negatively impact the same store sales by approximately 4%. We expect software sales to range from down 5% to flat. This improvement from the second quarter, plus the expectation of flat pre-owned sales and the growth in collectibles forms the basis for our Q3 same store sales guidance. As we look at the months in the quarter, we expect new software for the industry to be flat to slightly down in August. We expect September to decline as we have NBA 2K17 and FIFA, but nothing to compare to Metal Gear Solid, IV through VI, Mad Max and Super Mario Maker from last September. We expect October to grow on the potential of Mafia III, Battlefield 1 and Titanfall 2. Collectible sales are expected to grow more than 40% from the $80 million in sales in last year's third quarter. Tech Brands sales are expected to grow more than 65% in the third quarter. We expect operating earnings from Tech Brands to exceed $20 million for the quarter, driven by the 507 stores we just acquired. For the back half of the year, we expect to achieve over $50 million in operating earnings for Tech Brands, reaffirming our Investor Day guidance of operating earnings of $85 million or more. As we've said previously, we expect the projected earnings from the acquired stores to more than offset the interest expense from the date of the debt issuance. Projected increase in operating earnings coming from Tech Brands and the margin from collectibles are expected to more than offset the decline in hardware sales. Therefore, total operating earnings are forecasted to grow 10% or more for the third quarter. We expect interest expense to increase by about $9 million from last year due to the additional debt and seasonal borrowings on our line of credit during the quarter. We expect earnings per share for the third quarter to be in a range between $0.53 and $0.58 per share. Based on first half results, we're revising certain annual sales guidance metrics as follows. We expect full year revenues to range from down 2% to up 1.5%. We expect full year same-store sales to range from down 4.5% to down 1.5%. We expect hardware sales to be down approximately 20% for the year. We expect pre-owned sales to range between down 2% and flat. We still expect software sales to range from down 10% to down 5%. We still expect collectibles sales to range from $450 million to $500 million. We still expect Tech Brands revenues to range from $800 million to $850 million. For the full year, we're maintaining our current EPS range of $3.90 to $4.05 per share. And expect operating earnings to increase between 5% and 8% from last year. I'll now turn it over to Tony for his comments.