Rob Lloyd
Analyst · Consumer Edge Research. Please go ahead
Thanks Dan. Good afternoon everyone. Our third quarter results were driven by continued momentum from the Nintendo Switch and a stronger software lineup then last year. Our Switch allocation in Q3 led to an in-stock position by October. Demand remains strong, which drove our sales comps and we expect to see continued strength in demand for Switch through the holiday sales season. Some of the quarter's highlights include, consolidated sales comps of 1.9%, including positive 0.6% in the U.S., and positive 4.6% internationally. The U.S. sales comps have exhibited three consecutive quarters of sequential improvement as our core videogame business has improved and our collectibles business has grown. Total sales growth of 1.5%, including hardware sales up 8.8%, and software sales up 5.4%. Sales were flat to last year in constant currency. Growth in our collectibles business is 26.5% to 138.4 million in sales. The margin rate in collectibles was 38.1%, compared to 36.3% a year ago. As we look in greater depth, we see the following. Nintendo Switch drove the 8.8% increase in hardware sales. GameStop has leading Switch hardware and software market share in the U.S. and in most of our international markets. New software sales met our expectations with growth of 5.4%. We gained 90 basis points of software share in the quarter, compared to last year on the strength of titles like Destiny 2. Preowned sales declined 2.4% during the quarter, showing improvement from Q1 and Q2. The preowned margin was 43.6% as we presold through hardware associated with the successful trading promotion in Europe and other promotions in other markets. We expect these margin trends will continue through the rest of the year. Digital receipts increased 1.8% and GAAP digital revenues declined 16.8%, due to the sale of Kongregate. Factoring Kongregate out of the results from last year, digital receipts and GAAP digital revenues would have increased 8.3% and 11.9%, respectively. Digital receipts growth was driven by DLC sales increase of 29.5%, significantly ahead of growth in software sales. Tech brands revenues declined 10.2%, due to the later than expected launch of the iPhone X. We were able to take reservations for the X on October 27 and captured only two days of the X prelaunch in the quarter. The traffic comp was down 11.5%, while gross profit comp was down 16.3%, reflecting the later launch of the iPhone X. Tech brands gross margin was 72.8%, comparable to 73.8% in Q3 last year. However, tech brands gross profit dollars were down $18.2 million or 11.4%. Tech brands operating earnings were $18 million, compared to $23.5 million in Q3 of last year, again reflecting the split iPhone launch. Tech brands adjusted operating earnings were $11.2 million. During the quarter, we reduced an accrual for contingent payment related to our purchase of AT&T stores last year by $5.7 million, reflecting actual performance, and we had other adjustments netting to a credit of $1.1 million, relating to lease obligation settlement and further rightsizing of the tech brands store portfolio. Consolidated gross margins were 34.7%, down from last year, due to the mix of strong hardware and software growth and the decline in tech brands gross profit dollars. SG&A was $565.1 million in the quarter. Adding back the 6.8 million adjustments I described, SG&A was $571.9 million, up 0.8% from 567.1 million in Q3 of last year, due to foreign currency. Consolidated operating earnings for the quarter were 87.6 million, compared to 98.8 million last year and were impacted by declines in tech brands and in US gross margins. Adjusted operating earnings, excluding the $6.8 million in credits was [80.8 million] [ph]. Our effective tax rate on adjusted net income before tax basis was 17.6%, due to timing and settlement of discrete tax items. The positive impact of these tax items was approximately $0.11 per share. GAAP earnings per share were $0.59, adjusted earnings per share were $.54. We ended the quarter with $454.7 million in cash, compared to 366.1 million last year. Pursuant to our strategic plan, we reduced our videogame store footprint by 18 on a net basis and now have 3,869 videogame stores in the U.S. and 1,985 internationally. We closed three net tech brands stores and now have 1,506. We opened three collectible stores in the quarter and now have 102 worldwide. Moving to our outlook, hardware in Q4 will be driven by a Nintendo Switch and the Microsoft’s Xbox One X, which launched on the 7th and has been in high demand. We expect that NPD will report software growth in November’s Call of Duty strength and carried a difficult overlap from Pokémon. We expect that NPD would be negative for December for our no notable title releases. Collectible sales remain on track to meet our full-year sales started of 650 to 700 million. Tech brands continues to face challenges as the iPhone 10 launched later than expected. Inventory shortages have impacted consumer traffic and demand and is not clear when supply will free-up. We are revising our full-year tech brands earnings downwards to be in the range of 75 million to 90 million, depending upon supply. For the full-year, same-store sales are trending to be positive in the low to mid-single digits. The fully our effective tax rate should be approximately 31%. We are maintaining our current EPS range of $3.10 to $3.40, despite the third quarter results and the hardware driven increase in comp sales guidance, as well as the revision of tech brands profits and the fact that 60% off our earnings are still ahead of us. Before I turn the call over to Tony, I wanted to briefly touch on the amended credit facility we announced today. We are unable to improve the terms, extend the maturity to November 2022, and increase the capacity to 420 million to allow for increased flexibility for future needs of the business. We appreciate the support of our banking partners and have belief in our long-term strategies. I will now turn it over to Tony for his comments.