
GameStop (the game, peripheral, toys/ collectibles) selling company seems to be facing an issue. It is mainly an offline store with an online presence mainly selling computer games which seem to be heading towards digital downloads.
It is a difficult task and one that some people think that it can't survive. Because at the end of the day, do you buy your games from GameStop online, GameStop offline, Amazon or another retailer? The marketplace for selling digital games is quite saturated. Offline how many people are buying physical games? According to Statista 83% of 2018 games were digitally bought, 17% physical copies. The trend is going downwards against physical products.
So what does a game selling company do?
It looks like GameStop has known this for a while so you see:
There are a lot of social followers. So if that was the case why is GameStop struggling (i.e. not making as much as it probably should)?
When you look at the videos (10-100k views). Facebook likes per post (30-200 likes recently). Insta posts (500-1000 likes/ hearts)...the amount of love is not consistent with the amount of subscribers for each platform. There doesn't seem to be too much of an interaction.
Take the above video from GameStop. It was sent out 5 years ago when Fornite was in its prime. The first thing you see is an ad for thumb stick pads. The tips are generic. Theres only 5 of them and one of them is to use the pads to get better grip. The video is only 1.37 mins. Annnnd...3.6k views, 9 comments.
Lets take another one. eSports and how to get into the industry. Certainly a trend right? Google Trends!

This is from 2004 and we can see that the term eSports has increased greatly over time. Gamestop did a 12 part video series about it on Youtube in 2021:
Theres some interaction (19 comments which are all positive). 2k views only. The whole 12 part series is the same- hovering around 1-2k views. All comments positive.
Remember this is not a slight upon GameStop but a thought of what could be achieved. Would it work? Who knows. It might spark some additional ideas.
The problem with GameStop is that it has a physical presence, physical goods to sell and very little in the digital world. There is also this disconnect between how many people like GameStop and their online presence and actually interacting with GameStop.
There isnt a vast amount to recommend because you are at the mercy of companies selling products. If they want to sell digital products then you are out. Many will sell through their own digital store and the vast majority know that money can be made on additions and mods. They are also creating communities so third party sellers have it tough.
When you move onto peripherals you are then chopping percentages off profit to secure the sale but this is a losing battle.
Kimberley-Clark
(that obviously sells physical items) used its online presence to
interact with customers to figure out what they wanted- what they didn't
want and how they created new products to fill demands.
But.

Its from their Facebook page. A post about Monopoly thrown in with celebrating the 40th birthday of GameStop. Sounds OK. This was...lets count, 5 posts on 1 day with exact same template. Promotion. Previous 1 day offered memes with remember the 80s and 6 posts with 3 promotions. So are they celebrating for a year or is it one day? If so, unsure of the promotions that are given, anything free? Why so much promotion? Sure a post has to do something. But how about interviews with store clients about what they remember about the 80s?
Where is GameStop with promoting, sponsoring, interviewing influencers. You need a face of GameStop. It just seems like it would work so well.
Someone who has a good personality, fun and into games. At the moment
GameStop seems to be just a corporation. Even the Facebook page states
"GamesTop, Inc. is responsible for this page".
But as per always we wish GameStop all the best. Check out more online studies here. Updates? Check out our blog here.
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