GameStop (GME) Income Statement Flow — TTM through Q2 2026
Calculated from the four most recent reported quarters, ending (reported ).
GameStop (GME) Revenue by Product Segment — TTM through Q2 2026
Aggregated from the four quarterly disclosures behind this TTM. Minor differences vs the company's annual filing can occur if reported segments changed mid-year.
| Segment | Revenue (USD) | % of total |
|---|---|---|
| New Video Game Hardware | $1.83B | 49% |
| Collectibles | $1.20B | 32.1% |
| Software | $706.40M | 18.9% |
| Total | $3.73B | 100% |
- New Video Game Hardware$1.83B
- Collectibles$1.20B
- Software$706.40M
- Total$3.73B
GameStop (GME) Revenue by Geography — TTM through Q2 2026
Aggregated from the four quarterly disclosures behind this TTM. Minor differences vs the company's annual filing can occur if reported regions changed mid-year.
| Region | Revenue (USD) | % of total |
|---|---|---|
| Video Game Brands - United States | $2.78B | 74.5% |
| Video Game Brands - Australia | $512.40M | 13.7% |
| Video Game Brands - Europe | $439.20M | 11.8% |
| Total | $3.73B | 100% |
- Video Game Brands - United States
- Video Game Brands - Australia
- Video Game Brands - Europe
- Total
Revenue Breakdown — TTM through Q2 2026
In TTM through Q2 2026, GameStop (GME) reports revenue across 3 operating segments; the largest segment was New Video Game Hardware at 49%, followed by Collectibles (32.1%) and Software (18.9%). Separately, by end-market geography, Video Game Brands - United States accounted for 74.5% of revenue, followed by Video Game Brands - Australia (13.7%) and Video Game Brands - Europe (11.8%).
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