Press coverage about GameStop (NYSE:GME) has trended somewhat positive this week, Accern reports. The research firm rates the sentiment of news coverage by analyzing more than twenty million blog and news sources in real time. Accern ranks coverage of public companies on a scale of -1 to 1, with scores nearest to one being the most favorable. GameStop earned a daily sentiment score of 0.04 on Accern’s scale. Accern also assigned media stories about the company an impact score of 45.6032060688598 out of 100, indicating that recent news coverage is somewhat unlikely to have an impact on the stock’s share price in the next few days.
Shares of GameStop stock traded up $0.11 during trading on Friday, hitting $15.32. 2,416,432 shares of the company were exchanged, compared to its average volume of 2,148,989. The company has a debt-to-equity ratio of 0.37, a current ratio of 1.52 and a quick ratio of 0.45. GameStop has a fifty-two week low of $12.20 and a fifty-two week high of $22.12. The company has a market capitalization of $1.55 billion, a P/E ratio of 4.59 and a beta of 1.26.
GameStop (NYSE:GME) last issued its quarterly earnings results on Friday, June 1st. The company reported $0.38 earnings per share for the quarter, beating the Thomson Reuters’ consensus estimate of $0.37 by $0.01. The company had revenue of $1.93 billion during the quarter, compared to the consensus estimate of $1.96 billion. GameStop had a return on equity of 13.92% and a net margin of 0.04%. GameStop’s revenue was down 5.5% on a year-over-year basis. During the same period in the previous year, the firm posted $0.63 EPS. research analysts expect that GameStop will post 3.08 EPS for the current fiscal year.
GameStop Corp. operates as a multichannel video game, consumer electronics, and wireless services retailer. It operates in five segments: United States, Canada, Australia, Europe, and Technology Brands. The company sells new and pre-owned video game hardware; video game software; pre-owned and value video games; video game accessories, including controllers, gaming headsets, virtual reality products, memory cards, and other add-ons; and digital products, such as downloadable content, network points cards, prepaid digital and prepaid subscription cards, and digitally downloadable software.
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