GameStop’s next-gen digital strategy doesn’t exist, because it doesn’t need to… yet

GameStop has no clear digital strategy, plans to take a 'wait and see' approach to the nextgen

"You're asking me to... predict the future. I'm supposed to plan for the future." That's the non-answer GameStop president Tony Bartel spit out when I prodded him about the company's digital strategy here at its annual consumer-facing EXPO in Las Vegas. And it's clearly a touchy subject. It's not that Bartel refuses to acknowledge and embrace a download-only world -- indeed, he believes "things are going to go [fully] digital" -- but in his own estimation, that shift isn't tied to the next-gen of consoles. For a retailer built upon the buy/sell/trade business model for videogames and hardware, GameStop doesn't appear to have a well-laid digital strategy in the works, nor does it necessarily need to at the moment. With both Sony and Microsoft committing to a friendly used disc-based games policy for their respective black boxes, GameStop's been given a temporary buffer from the inevitable, allowing it additional time to feel out the digital way forward with a serendipitous mobile crutch.

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GameStop’s cloud streaming will spurn consoles, hang with PCs, tabs and TVs only

GameStop's cloud streaming will spurn consoles, hang with PCs, tabs and TVs only

When GameStop bought Spawn Labs, it was clear that some sort of cloud-based game streaming was on deck, to compete with the likes of Sony's Gaikai and Onlive (now allied with Ouya). However, the company has just announced that the service will exclude consoles, and work only on tablets, PCs and internet enabled TVs -- a change from the original plan. The decision was made "based on consumer feedback" after a private beta, according to the retailer, who hinted earlier that consoles may be a non-starter on the service. It also cited its "success in selling mobile devices, and the imminent launch of new consoles" to justify the change. The program's launch is still planned for next year, but for now the console streaming path is clear for others.

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GameStop's cloud streaming will spurn consoles, hang with PCs, tabs and TVs only originally appeared on Engadget on Fri, 17 Aug 2012 10:27:00 EDT. Please see our terms for use of feeds.

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GameStop Mobile will not be an MVNO; company still testing sales of prepaid SIMs from other carriers

GameStop Mobile will not be an MVNO company still testing sales of prepaid SIMs from other carriers

In a recent interview with us, GameStop CEO Paul Raines confirmed that GameStop Mobile -- an entity that appeared to be on the brink of selling prepaid GSM SIM cards to GameStop patrons -- is nothing more than "a mockup." If you'll recall, an entire website launched back in May showcasing what appeared to be GameStop's portal for hawking SIM cards that relied on AT&T's network to provide service. At the time, the collective held its breath awaiting a confirmation of truth -- after all, it's not exactly easy to pry a data-only SIM out of AT&T's hands, particularly one that's free of a contract. Sadly, the CEO informed us that it was "just a creative thing," noting that it "wasn't even an idea being pitched." Continuing, Raines stated:

"We don't have an MVNO (laughing). If you are trying to provide your customers with a bundle that comes with a pre-owned phone and will allow them to play games, make calls, and everything else -- you don't have to have a network to do that; you can sell SIM cards and pre-paid plans, those things exist, and we are in the process of testing several to see which ones makes sense."

Of course, accidentally publishing an entire website dedicated to the idea seems a bit crazy for something that wasn't even being pitched -- what kind of designer has that much free time? -- but at least the story has an ending for now. "For now," we say, because the aforementioned pitch could finally happen now that AT&T's Mobile Share plans are debuting this month.

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GameStop Mobile will not be an MVNO; company still testing sales of prepaid SIMs from other carriers originally appeared on Engadget on Wed, 08 Aug 2012 14:40:00 EDT. Please see our terms for use of feeds.

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GameStop Mobile launches as AT&T virtual carrier, gives us rare bring-your-own GSM in US (update)

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Here's an expansion of mobile competition in the US that comes out of left field, even for us: GameStop as a cellular provider. GameStop Mobile, as it's called, is that rare bird of an AT&T-based MVNO that relies on a bring-your-own-device strategy. As long as your hardware works on AT&T's 850MHz and 1,900MHz bands and isn't locked to another carrier, you can bring any GSM- and HSPA-based phone (or data-only device) and use it contract-free: rates start at anything from a strictly pay-as-you-go $5 through to a $55 monthly plan with unlimited voice and text, if just an anemic 500MB of data. Tablet owners and other data-only fans can pay the same $55 for 1GB per month -- a bit stiff considering that those on AT&T proper can get 5GB of data for slightly less. No doubt this is to take advantage of iPad and iPhone trade-ins, PlayStation Vitas and the overall rise of unlocked devices. We're just wondering whether GameStop will catch a few customers subscribing as they pick up their Diablo III pre-orders or else face the uncertain future that befalls many MVNOs.

Update: As our friends at Joystiq have pointed out, the GameStop Mobile website is no longer publicly accessible. Looks like someone may have pulled the switch a bit too earlier.

GameStop Mobile launches as AT&T virtual carrier, gives us rare bring-your-own GSM in US (update) originally appeared on Engadget on Fri, 18 May 2012 19:11:00 EDT. Please see our terms for use of feeds.

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