update 02.15.08
this is an older article i thought it needed to be read again. i love rippin on this company
some of these quotes have been discussed before. but like always, click the article before reading 
28 Confessions of a Shift Supervisor at Gamestop
from the consumerist.com
another
ing sticker on the case: 02.08.08
posted on 02.05.08:
before you read this article taken from nextgen.biz, please click the article first
Wanna find out exactly how much does Gamestop makes for selling used games?
now what does this means to you as a gamer? you're probably thinking, "who gives a shaq-fu?" read this article:
EDITOR'S VIEW: Used Games are Damaging (also taken from nextgen.biz)
http://www.next-gen.biz/index.php?option=com_content&task=view&id=8632&Itemid=50
Gamestop to appeal more to the "casual gamer" & attempts (again) to focus on CS (originally posted on 01.25.08)
credits to destructoid for this
i know that this is more like an industry news item.. but a topic that involves gamestop is discussed mostly on these forums (deal discussion).
this is an older article i thought it needed to be read again. i love rippin on this company

28 Confessions of a Shift Supervisor at Gamestop
from the consumerist.com
G, a shift supervisor at GameStop, is tired of all the GameStop bashing that goes on on the internet, and has written us a very lengthy guide to shopping at his store. Some of it is useful. Some of it is a defense of GameStop's unpopular policies. All in all, if don't enjoy being harassed for reservations or sold opened, "gutted" games, you should probably just shop somewhere else.
If not, read on:
Here's the skinny with company policies, what's written in stone, and what a friendly employee may/may not actually be able to help you with. I'd going to be as frank as possible, because, honestly, the constant Gamestop-bashing on most newsblogs really hurts sometimes.
GUTTED GAMES
1) First off, the biggest thing, the 'opened new games' issue. While I admit the practice is messy, I can't stress this enough; to remain a browsable, accessible small shop, 'gutting' a single copy is essentially unavoidable. As many UK commentors on such articles tend to point out, all small game shops over there have done this for years and they don't expect otherwise.
Store policy is to gut one copy for display, occasionally two or more for new releases. We're encouraged to keep as many unopened as possible, and at all stores I've worked at this is a is strongly maintained; we only gut multiples of a game if we have MANY copies to go around. The harsh side is the 'checkout' policy. Gamestop policy is, for better or worse, that employees may check out new games that are more than two weeks past their original release so long as they are returned in mint condition. I don't agree with this, personally, as many part-timers and less-dedicated employees simply can't be trusted to take decent care of products. Typically most good stores encourage employees to check out used, even though company policy gives used more weight than new.
The fact is, though, that checking out titles isn't at the top of most employee's to-do lists, and 98% of 'gutted' games have literally never been touched, only slid into a paper or plastic sleeve and put away. If you cannot tolerate an opened case, then insist on a copy in original wrap. This really is overzealous and impractical if you plan to open it yourself; the PRACTICAL thing to do is, if you see you are getting a 'gut', ask outright to see the disc first. Any decent employee will comply, and they have no valid excuse not to show you.
2) If there is anything justifiably wrong with the condition of the disc, ask about a shopworn discount; this used to be a regular (but not advertised) option that was recently taken out of our systems, giving 10% off a product that is in poorer shape than it ought be. This can technically be done manually but is not encouraged, but a seasoned or understanding employee (especially managers) generally shouldn't mind if they see that the product is not in new condition.
3) The biggest misconception regarding gutted games is that we do not allow them returned as new. This is not accurate. A store following CORRECT policy puts a clear adhesive seal on all gutted game cases that are sold, allowing it to be returned as if it were entirely unopened for a full refund so long as the seal is undisturbed. This is sometimes substituted with other stickers or forms of seals, but ALL new games with open cases are meant to be sealed in some way to allow the customer their right to return it as unopened. If you buy a gutted game and they do not put any kind of seal on it, insist on one. They shouldn't be sending you out the door with an unsealed game if it was rung up as new.
With only a few exceptions, the stores I've worked at are staffed by very careful people who know better than to take poor care of any new products. I have been a customer at stores that weren't so gracious or careful, admittedly. There are better stores and some poorer ones; make a point of patronizing the good ones to send a message to the bad. It's simple consumerism.
4) The return policy for games is straightforward. New, UNOPENED products are returnable within 30 days for full refund. An 'opened' new game with an untampered gamestop seal is counted as unopened (emphasis on untampered; its easy to tell if its been peeled back and reapplied.) Opened new merchandise can be replaced for an identical item within 7 days if defective. Used games and game systems can be replaced within 30 days if defective. Used games, though we don't advertise this, can also be exchanged within 7 days for another title if it's simply not what you wanted; it's essentially a 7-day trial period. This is very useful for parents with small children who get picky with games or have trouble with varying difficulty levels. Doing it three or more times without making real new purchases tends to get that privilege taken away (and marked as such on the receipt,) so don't abuse it.
5) Don't lose your receipt and expect us to find records for you, it is quite difficult. If you lose your receipt but need to make a return or exchange, the ONLY way we are likely to pick it out of records is if you know the date you bought it on, which register rang it in, and you can confirm your means of payment and/or other details. This is NOT policy and not all employees have clearance to access register journals, so you can't count on this.
6) Gift receipts are always available at the end of your transaction. Now that all EBs and Gamestops are corporate-managed, your returns can be taken at any Gamestop as long as you have the original receipt and it is within the permitted dates.
RESERVES
There are two sides to the reserve issue, one more valid than the other, but both important.
7) Everybody decries the nature of the Gamestop employee to push reserves on the uninterested consumer. Please understand, no matter how dedicated an employee may be, on the district level and higher, he is of no value beyond his reserves and Game Informer subscriptions. Nearly any employee is the sum of their reserves, and unfortunately good people who treat customers well will see their job fade away because of poor numbers. A Gamestop worker pushing a reserve on you is trying to keep their job, literally.
The other half is much more important to you, the customer, however. Gamestop is a massive company, yes, but every individual store is a very small niche. A store's allotments are based on its net sales figures and, among other things, reserves. A particular title that isn't guaranteed to fly off shelves may not be sent to a store at ALL if no interest is shown in it. A simple example is Odin Sphere, a fantastic title that slipped under the radar but got rave reviews. My own store at the time got about a half-dozen copies of the game, as I had preordered it myself along with one friend and one regular customer. Other stores adjacent to us got a single copy or, at most, two. This is not some faceless abusive policy, this is fair business; video games are expensive, and no company wants to order excess stock for a store that seems disinterested in it.
Preorders are only taken when their allotment can be guaranteed. I cannot stress this enough. There are burps in the system here and there, but for every one or two preorder gaffes you read about online there are literally thousands of beneficial ones. Preorders do not cost any additional fee (only a base 5 dollar deposit) and are fully (though reluctantly) refundable for cash at any time. Yes, cancelled preorders count against the employee ringing it in and they will be reluctant, but it is your right to cancel for cash refund if you choose to and they can't decline it.
On another hand, preorders really do save stress. Guitar Hero bundles in particular cause trouble because people assume that, as a hot title, they will be in mass supply. It's true that Halo 3 was easy to find and perhaps not really worth preordering, but when Guitar Hero II came out for Xbox360, at most stores it was a nightmare. In my home area in particular, the common attitude is 'I'll just come in the day it comes out,' but the large GH bundles were not in huge supply, and those that we DID have were all reserved out by people who had paid deposits on them. We accepted preorders on the game for months and plenty of people passed on it and got angry with us afterwards.
It's as simple as this. If you know you plan to buy Game X, then place a deposit on it. It will
A) ingratiate that employee to you, whether or not they show it immediately
B) guarantee that store gets sent at least a few copies as opposed to one or none
C) keep one copy held with your name on it when it arrives.
8) Policy is to hold preorders for 48 hours after the title's release, and then we are ordered by corporate to start selling unclaimed ones to the public. Most stores are compassionate enough that they will readily hold yours longer if you cannot make it within the first two days. If you know you won't be there within 48 hours to pick up your order, call ahead and ask for a manager to earmark it for you. Tell them when you intend to get it if possible, so they can mark it as such.
9) Preorder gaffes are a big deal to us. It does help to keep your receipt from your deposit, although all information is stored on the store computers and should be safe from issue. If you have multiple reserves you can have a list reprinted with your current deposits at any time. If the company loses your preorder or accidentally (or stupidly) sells it, raise issue with it immediately. Talk to the store manager or, if they are unwilling to assist, get contact information for the district manager. We take preorders seriously and stores that do NOT need to be called to our attention.
10) As shameful as it may sound, regular customers that preorder often earn employee gratitude quickly. We can't help but appreciate them! Customers that order and pick up titles regularly are very likely to get extra help or attention from employees and managers when they have a problem or need help finding difficult items.
SUBSCRIPTION / DISCOUNT CARD
11) The card is really a matter of personal utility, but, like reserves, are part of what determines an employee's worth to the company.
The discount card is, in full, a hand-in-hand offer with one year of Game Informer magazine. If gives you a 10 percent bonus on trade-ins of games, accessories, and (at some stores) DVDs, and 10 percent off the purchase of used games, accessories, and DVDs. Customers buying a strategy guide at time of the game's purchase get 20% off the guide with the card as well. The card is only good if you have it with you! It is not locked to your name or phone number and we do not yet have a means of retrieving it. Most directly, it's actually a service of the GI magazine and can be replaced by them. It is 14.99 for one year of the card and magazine. Officially, you are buying the magazine and the card is a bonus.
The card is useful if you buy used games or trade them in often. It's that simple. Admittedly, used game prices are geared towards cardholders; a typical recent release is 60 new and 55 used, but 10 percent off means 49.50, which is a palpable difference (and recoups a third of the original price of the card.)
12) If you don't own a next-gen system, don't trade in often, or simply never buy used, the card isn't for you and you can tell an employee so. Game Informer is still a fairly good magazine and offers occasional bonus coupons that stack with the card, so don't write it off entirely.
TRADE-INS
13) This is a really harsh point to people. This is the source of more shouting and anger (and even threats) than any hot-title shortage ever. All of our trade-in values boil down to two factors; sellability and demand for that title.
The Gamestop trade-in business is based on on key tenet; we hardly turn down ANYTHING. For all the rage and screaming we take from people getting one dollar for years-old Madden games, you need to remember one key fact; we are taking in games that are often unlikely to EVER resell.
Most trade-ins we ever receive are not recent or desirable games. We take games in awful shape, without original cases, and that are years-old and so saturated that they will never, ever sell. Every gamestop is drowning in used Madden NFL 2001-2007's as we speak. Old sports titles have no resale value, and we offer a small amount for them with the understand that we will probably never make that back on its sale. The point here is, simply, that there is no sense in decrying Gamestop's trade-in values for games that you are unlikely to sell anywhere else.
Not all trade-ins are like this, however. Games in high demand are, appropriately, worth much more. This doesn't just mean RECENT games like Bioshock and Halo 3. Super Smash Bros for the Gamecube is still trading in for fifteen dollars at the time of this writing; much more than any other Gamecube game. Games or items we are likely to resell are worth far more than ones that are incomplete, in poor shape, unpopular, or overly plentiful. Always bear this in mind. Some tips for trading in;
14) Many Gamestops don't take DVDs any more, and the company as a whole is phasing them out. DVDs are worth very little and you shouldn't bother.
15) Used accessories are split into two values; one for the official first-party versions (Sony, Nintendo, etc official controllers and parts) and one for off-brand models. First-party accessories and parts are always worth much more; they are generally higher quality, always more compatible and faster to sell. Some name-brand controllers are worth up to twice as much trade-in value as their off-brand counterparts.
16) Sports games come out annually and decline in value instantly. Never count on a good value from them.
17) Outdated consoles are traded in every day. Almost every gamestop literally has fifty or more used Xboxes and Gamecubes in stock at any time. They do not sell and we get one at least every day, so they are worth very little. The new slim PSP is in much higher demand than the original, and so the trade-in value on the old model has since dropped. If you want the hot new version of anything, trade in as far before its release as you can stand so you can get the peak value.
18) We can't simply 'trade' one game for another in stock. I know it sounds silly, but its a very very common misconception from children to adults that we simply swap one for another of your choosing. It simply can't work that way.
19) Don't be afraid to sell things on your own! The going resell rates for any current games or accessories online is usually close to what we resell for. If its a much newer title and you don't mind listing and shipping it, you could make a small handful more selling it online yourself. Ebay and Amazon.com are obvious choices, but you may find other outlets that work for you.
20) Most importantly, take good care of your games! We simply can't take mangled games, and games with some damage or no cases generally aren't worth as much because they either need repairs or will be unlikely to sell without case/manual. I'm always grateful to anyone who brings in a trade of good products in good condition, because it always nets them more value and is better for the store all around.
OTHER TIPS
Here's a few tips to get the most out of your local Gamestop;
21) When buying used accessories, always go first-party. Official accessories are consistently more durable and longer-lasting, even when pre-owned. Off-brand PS2 memory cards, even if licensed by Sony, are notoriously unstable. Pay the extra money for Sony or Microsoft brand, it's worth it in the long run.
22) When buying NEW accessories, off-brand or Gamestop-branded accessories can be reliable and much cheaper alternatives. While I'd still recommend official first-party controllers, some products, like Gamestop universal AV cables / AC adapters are very convenient and incredibly cheap by comparison. When buying ANYTHING wireless, go for first-party or Logitech brand; all other brand wireless controllers are simply inferior in response and durability.
23) Many Gamestop employees are good at what they do and are knowledgeable enough to help you out of the occasional technical snafu, but we simply are not tech support and can't be counted on as such. This sounds condescending, but you really need to read the instructions for new merchandise in full before calling for assistance or declaring it defective. We lose plenty of good product every week from people buying wireless Xbox 360, Wii, and PS3 controllers, not bothering to sync them to their systems at home, and returning them as 'defective.' It seems silly but it's a constant, almost daily problem. If you bought a used item that does not have instructions, inquire at the time of purchase if there is any information or documentation that you may need.
24) Courtesy-wise, please, bring in your trades before 8pm if at all possible! A game or two here and there isn't hard to organize, but all too often a person will carry a duffel bag of every game they ever owned into the store ten minutes before closing. Sorting out sellable/defective games, relabeling them, making new cases, alphabetizing them into displays and all other work requires time and effort that we don't muster well when we're trying to close our store without going over our allotted payroll! If you have a lot to trade in, save it for a day that you can go in earlier. You'll get better, less rushed service and your cashier will be more likely to help you find the best offers or promotions to bring up your trade values.
25) We ID for M-rated games. Typically we ID anyone who appears to be under 30, but I have seen managers who ID any and all customers for M and R rated products. You need to accept when doing business with Gamestop that we have to enforce the ratings for safety of our own jobs and the industry as a whole. An employee will likely refuse sale if you can't provide picture ID with date of birth for an age 17+ title. We are all warned regularly by corporate and the punishment for slip-ups is generally immediate termination.
26) If we don't have an item you're looking for, we can pretty easily check in with nearby stores so long as they are within our district. Some Gamestops even have an "On-hand Lookup" function that will allow them to search a larger area of stores for hard-to-find items. Ask if your store has this and take advantage of ones that do when trying to find specific games. The Gamestop website's locater is also useful, but limited to items in the online catalog.
27) Wiis sell out within hours of shipments arriving consistently. If you want a Wii from Gamestop, contact the nearest and most convenient shops to you and ask what time of day they receive their weekday shipments. Call them around that time every weekday, and when they have one, get there promptly, because we cannot hold them for anyone. We rarely get more than one shipment of Wiis in a week, but it never hurts to call every weekday. We'd rather get multiple phone calls than see you waste a trip out to the store or, even worse, miss a shipment because you didn't call that day!
28) More important than anything else I've said, a Gamestop is its employees, not its company or policies. This is capitalism, so vote with your patronage! Some Gamestops are definitely better than others, and they deserve to be rewarded with your business. If any one Gamestop is consistently poor, avoid them. Word spreads fast, and bad stores learn to shape up if pressed.
another

http://kotaku.com/354210/orange-box-cod4-bioshock-dominate-aias-awards
AIAS president Joseph Olin told DICE attendees today that the academy has partnered with the retailer to add special mention to games like Call of Duty 4: Modern Warfare, Rock Band, Assassin's Creed and others with a sticker calling out each game's win. That means you'll see yet another sticker on display cases at GameStop and EBgames across the country, promoting each title's "Game of the Year" status.
before you read this article taken from nextgen.biz, please click the article first
Wanna find out exactly how much does Gamestop makes for selling used games?
After reading Colin Campbell's editorial on GameStop and used games I thought it would be worth digging into the numbers and seeing what kind of money was at stake. What kind of revenue is GameStop reporting each year? How much of that comes from used software? And how much are they making on used software compared to new software?
As a publicly traded company, GameStop files a 10-K with the SEC every year, and the numbers we need are in those public documents. The data recorded there gave me what I needed for the past five fiscal years. In April, GameStop will file a new 10-K and we'll get to see a new year's data, covering most of 2007 and the beginning of 2008. (We could look at their latest 10-Q and see how they've done for most of 2007. I'll leave that as an exercise for the curious reader.)
We'll start with a view of net sales per market segment. In the graph below, the blue bar indicates the total number of dollars going into GameStop cash registers from the sales of new hardware.
![]()
This looks great for new software (the orange bar): it's the biggest segment and it has grown by 384% in these five years. On the other hand, used products (which I figure is mostly software) is usually the second largest segment and has grown by 444%. Note that discrepancy – 384% compared to 444% – which says that the used product segment has grown faster than the new software segment.
Next stop, gross profit. This is the amount of money from sales that GameStop gets to keep after deducting the cost of the product. If a game costs you $54 and you sell it for $60, then your gross profit is $6.
![]()
Now the roles are reversed. Used products are the largest segment of GameStop's business. In fact, used product sales accounted for 44% of GameStop's gross profit during the last reported fiscal year.
Finally, let's look at gross profit margin, or the ratio of gross profit to sales in GameStop's last annual report. I've chosen to represent gross profit margin below in terms of cents per dollar of sales. In other words, if a game costs you $54 and you sell it for $60, then you gross profit margin is 10% or 10¢ per dollar. Obviously, a higher gross profit margin is better.
![]()
So for every dollar in new software sales, GameStop gets to keep just over 21¢. But for every dollar in used product sales, GameStop makes almost 50¢. It's worth noting that the Other category, which I believe includes accessories, also has a fat gross profit margin of 34¢.
Let me offer some perspective. GameStop is currently selling a new copy of Halo 3 for $60 and a used copy for $55. Let's assume – and it is a fairly big assumption – that the numbers above apply to this specific software title.
If they sell you the new copy, then they get to take home $13 out of the $60, roughly speaking.
If they sell you the used copy, then they get to take home $27 out of the $55, again roughly speaking.
This isn't rocket science. GameStop will obviously want to sell you a used copy if they have one.
Finally, I did a quick back-of-the-envelope computation to estimate the number of new and used game transactions GameStop recorded in its last annual report. While I was unable to find these figures directly in GameStop's 10-Q forms, they did give a clue: used games sell for $14 on average and new games sell for $36 on average.
Since GameStop records used software and used hardware together under the heading Used Products, we need an estimate for the total sales of used software. Here I assume that used product sales are similar to new product sales. Since new software sales are essentially twice the dollar figure of new hardware sales, I applied the same 2-to-1 ratio to the Used Products figure.
With that estimate, I calculated that GameStop had $877 million in used software sales during its last fiscal year. If each used game cost $14 on average, then GameStop recorded more than 62 million used game sales that year.
At the same time, GameStop tells us they sold $2.012 billion in new software. Using an average sale price of $36 per new game, GameStop recorded almost 56 million new game sales during the same period.
![]()
Put it this way: For every 100 games that GameStop sells, 47 of them will be new games and 53 of them will be used games. Again, this is just an estimate based on some guesswork. To my knowledge, GameStop hasn't said how many of each type of software it sells.
Look, I'll admit that I'm a skeptic of several points that Colin made in his editorial. On some issues, he and I disagree almost entirely. That said, the numbers above make it painfully clear how important used game sales are to GameStop. There is a huge river of money flowing through those stores that isn't going toward new games, and publishers should be asking themselves how to get a cut. We know that several are toying with online distribution services. What else can they do? Or perhaps we should ask what else they are already doing?
now what does this means to you as a gamer? you're probably thinking, "who gives a shaq-fu?" read this article:
EDITOR'S VIEW: Used Games are Damaging (also taken from nextgen.biz)
http://www.next-gen.biz/index.php?option=com_content&task=view&id=8632&Itemid=50
Gamestop to appeal more to the "casual gamer" & attempts (again) to focus on CS (originally posted on 01.25.08)
credits to destructoid for this
i know that this is more like an industry news item.. but a topic that involves gamestop is discussed mostly on these forums (deal discussion).
GameStop has come out declaring that 2008 is the year that they start to appeal more to the casual gamer. To quote Daniel DeMatteo, Chief Operating Officer of GameStop, "Honestly, we are having to retool the way we think of things in our stores in terms of merchandising, layout and also customer service because it is no longer only the hardcore gamer walking in who knows exactly what he wants.”
Funny, I was in a GameStop yesterday buying some games, and the same thing crossed my mind. I was so compelled by my experience, that I wanted to write about it even. However, after going through their recent comments to the media, I believe GameStop's solution is missing the point. If you stand in the middle of a GameStop store for 15 minutes, you get a pretty good idea what they need to do to make the shopping experience better. Because that's what I did.
1. Too many games on display!
I have never been in a GameStop where it didn't look like there were just way too many products on display. It's overwhelming. Too many displays, too many games, too much of everything. It's like a high school kid who has decorated his room over the last five years, and covered up every single inch of space with some sort of poster, sticker, or toy, that is an expression of himself. It's just too much.
The stores definitely make an attempt to lay things out in a way that you can tell where each section is. But quite frankly, it's not working, simply because it's clutter-fest. You don't need to display 10 copies of a game. One is just fine. You don't need to have six of your magazines on display. One front and center is enough.
2. The store is way too cramped.
Naturally, the first bullet point results in this second one. The aisles are too narrow. It makes the place very claustrophobic. Unless you are petite like a Japanese school girl, you feel like a bull in a China shop walking through a GameStop.
If you want a more inviting store, you need to create a greater sense of space. Either get bigger retail space, or rotate more of your inventory so that you have less on display, but it is updated more often. Instead of showcasing a ton of ads and displays -- which I reckon is necessary because of the MDF that goes into a retailer -- they can do things like use LCD monitors to rotate 10 ads on a display, rather than display all 10 ads on a wall.
3. Something smells funny. I don't know what it is about these small game stores, because there is a lingering odor. I don't think it's the staff, or typical nerdy customers, as I'm sure some people would like to point fingers at. I actually think it may be because of all the used games they sell.
I recall before that GameStop had a much fresher new store scent. Ever since they started to sell used games, there is a hint of an odor that just isn't so fresh. If you think about it, they display hundreds of boxes that have been owned by random people, and I'm sure many games weren't stored in clean environments. You stack up enough of these used games, you are bound to get a funkiness in the air. I'm sure having the store so crowded isn't helping the ventilation.
You’d be surprised how certain smells can be more inviting than others. Many companies even do research into what smells they pump into their stores to increase sales.
4. Awkward...
While you gotta give credit to the staff since they generally try to be on the ball, I've run into too many of them that would make the average casual gamer uncomfortable. Perhaps it's the long fanboy ode to what games they love, or the not-quite-there training they get when they have to hawk their magazines, and membership service, which results in overzealous pitches. Even I, who has been shopping there for years and am borderline fanboy, sometimes can't wait to get out of the store, because it's just too much.
When you add all these things up, it basically results in a retail environment that is intimidating for anyone but the hardcore gamer. This is a fundamental issue that can't be just addressed by adding more things to make the casual gamer happy. They need to tone down the hardcore stuff to make it less intimidating. They need to rethink their overall store atmosphere.