Matt Peckham reports in PCWorld that GameStop is playing with numbers as it tries to play down the relevance of downloadable games.
It cites the IndustryGamers reports which says that ‘GameStop doesn’t expect digital distribution to be a threat to stucco-and-rebar-retail until 2014.’

GameStop “has been monitoring and studying the capabilities of digital downloading and its potential adoption over the last several years” and that the company recently “conducted the most thorough study to-date on its capability.”
As I write, I have Second Life on my 4 year-old laptop and have streaming music coming down the wires.
This is rubbish.
Math points out that ‘download portals don’t charge a usage or monthly/annual membership fee, and as the broadband market grows, competitive pressure should keep even the fastest consumer services from moving up much past $50 a month, while legal obstacles should prevent companies from enforcing usage caps or engaging in traffic shaping or bandwidth throttling.’
Sterne Agee analyst Arvind Bhatia, who wrote the report, notes that GameStop’s “Management…. feels that digital growth and brick and mortar growth can co-exist,” said Bhatia. “Through their brick and mortar locations, the company can help facilitate and capitalize off digital. Overall, management did not seem at all concerned about the near-term threat but instead is looking at ways to potentially profit from digital.”
Read that line again – management did not seem at all concerned about the near-term threat.
James Brightman, over on IndustryGamers, thinks that GameStop will be hurt by the digital revolution in the games industry, as video games move away from the boxed product model and towards the games as a service model.
He warns that ‘If GameStop doesn’t want to see its stock tank, the company will have to start thinking about how to transform its business for the near future.’
Here’s the bottom line.
Matt again – ‘In a thriving digital distribution market, GameStop loses. They’re late to the game, and not doing much to distinguish themselves from their more evolved and intrepid competition.’
Their revenue model depends on dominating the high street. On the web, they’ve missed the boat and are flapping around trying to avoid the inevitable.
Update: a post on IndustryGamers make the point that ‘a download-only game (XBLA Magic the Gathering) was in the top 5 most played X360 games this week… points to the fact that the Age of Download is coming faster than many may expect or desire.
Posted via email from ivanwalsh’s posterous
Related posts:
- Vermont Starts Taxing Digital Downloads Vermont Starts Taxing Digital Downloads...
- VIDEO ClickBank: How to Start Selling Information Products & Digital Downloads Getting started with Clickbank is easier than you’d think. In...
- Accenture report on Creating the Digital Customer Accenture believes there are five approaches to attracting and,...
- Game design as marketing: How game mechanics create demand for virtual goods Hamari, J. & Lehdonvirta, V. have published a very interesting...
- How to Take your Virtual Currency from One Online Game to Another Dean Takahashi reports in Venturebeat that Reality Gap’s new Battleswarm,...













View Comments so far ↓
Like gas stations in rural Texas after 10 pm, comments are closed.