UNITED STATES
SECURITIES AND EXCHANGE COMMISSION
Washington, D.C. 20549
FORM 10-K
| FOR ANNUAL AND TRANSITION REPORTS PURSUANT TO SECTIONS 13 OR 15(d) OF THE SECURITIES EXCHANGE ACT OF 1934 | |
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ANNUAL REPORT PURSUANT TO SECTION 13 OR 15(d) OF THE SECURITIES EXCHANGE ACT OF 1934 |
For the fiscal year ended January 31, 2004 |
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Or |
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TRANSITION REPORT PURSUANT TO SECTION 13 OR 15(d) OF THE SECURITIES EXCHANGE ACT OF 1934 |
For the transition period from to |
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Commission File Number: 000-24603
ELECTRONICS BOUTIQUE HOLDINGS CORP.
(Exact Name of Registrant as Specified in its Charter)
| Delaware (State of Incorporation) |
51-0379406 (IRS Employer Identification Number) |
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931 South Matlack Street West Chester, Pennsylvania (Address of principal executive offices) |
19382 (Zip Code) |
Registrant's telephone number, including area code: 610/430-8100
Securities registered pursuant to Section 12(b) of the Act:
| Title of Each Class N/A |
Name of Each Exchange on Which Registered N/A |
Securities registered pursuant to Section 12(g) of the Act:
Common Stock, $.01 par value
(Title of Class)
Indicate by check mark whether the registrant (1) has filed all reports required to be filed by Section 13 or 15(d) of the Securities Exchange Act of 1934 during the preceding 12 months (or such shorter period that the registrant was required to file such reports), and (2) has been subject to such filing requirements for the past 90 days. YES ý NO o
Indicate by check mark if disclosure of delinquent filers pursuant to Item 405 of regulation S-K is not contained herein, and will not be contained, to the best of registrant's knowledge, in definitive proxy or information statements incorporated by reference in Part III of this Form 10-K or any amendment to the Form 10-K. o
Indicate by check mark whether the registrant is an accelerated filer (as defined in Exchange Act Rule 12b-2). YES ý NO o
As of August 2, 2003, the aggregate market value of common stock held by non-affiliates of the registrant, based upon the closing sale price as reported on the NASDAQ National Market of $25.86 per share, was $336,761,950. Shares of the registrant's common stock owned by its executive officers and directors were excluded from this calculation; however, such exclusion does not represent a conclusion by the registrant that the executive officers or directors are affiliates of the registrant.
At April 8, 2004, there were 24,397,434 shares of common stock issued and outstanding.
Documents Incorporated by Reference
Portions of the definitive Proxy Statement for the 2004 Annual Meeting of Stockholders are incorporated by reference in Part III hereof.
FORM 10-K
FOR THE FISCAL YEAR ENDED JANUARY 31, 2004
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| PART I | ||||
| Item 1 | Business | 1 | ||
| Item 1A | Executive Officers of the Company | 15 | ||
| Item 2 | Properties | 16 | ||
| Item 3 | Legal Proceedings | 17 | ||
| Item 4 | Submission of Matters to a Vote of Security Holders | 17 | ||
| PART II | ||||
| Item 5 | Market for the Registrant's Common Equity, Related Stockholder Matters and Issuer Purchases of Equity Securities | 18 | ||
| Item 6 | Selected Financial Data | 18 | ||
| Item 7 | Management's Discussion and Analysis of Financial Condition and Results of Operations | 21 | ||
| Item 7A | Quantitative and Qualitative Disclosures About Market Risk | 34 | ||
| Item 8 | Consolidated Financial Statements and Financial Statement Schedule | 36 | ||
| Item 9 | Changes in and Disagreements with Accountants on Accounting and Financial Disclosure | 63 | ||
| Item 9A | Controls and Procedures | 63 | ||
| PART III | ||||
| Item 10 | Directors and Executive Officers of the Registrant | 63 | ||
| Item 11 | Executive Compensation | 63 | ||
| Item 12 | Security Ownership of Certain Beneficial Owners and Management and Related Stockholder Matters | 63 | ||
| Item 13 | Certain Relationships and Related Transactions | 63 | ||
| Item 14 | Principal Accountant Fees and Services | 63 | ||
| PART IV | ||||
| Item 15 | Exhibits, Financial Statement Schedules and Reports on Form 8-K | 63 | ||
| SIGNATURES | 66 | |||
Preliminary Note Regarding Forward-Looking Statements
When used in this Annual Report on Form 10-K, the words "expect," "estimate," "anticipate," "intend," "predict," "believe," and similar expressions and variations thereof are intended to identify forward-looking statements within the meaning of and subject to the safe harbor created by the Private Securities Litigation Reform Act of 1995. Forward-looking statements appear in a number of places in this Annual Report on Form 10-K and include statements regarding the intent, belief or current expectations of Electronics Boutique, its directors or its officers with respect to, among other things: (i) trends affecting Electronics Boutique's financial condition or results of operations; and (ii) Electronics Boutique's business and growth strategies. Readers are cautioned that these forward-looking statements are not guarantees of future performance and involve risks and uncertainties, and that actual results or outcomes may differ materially from those projected in the forward-looking statements as a result of various factors, including those set forth in Item 1. "BusinessRisk Factors".
General
We are the world's largest specialty retailer of video game hardware and software, PC entertainment software, pre-played video games and related accessories and products. As of January 31, 2004, we operated 1,528 stores, primarily under the names EB Games and Electronics Boutique, in Australia, Canada, Denmark, Germany, Italy, New Zealand, Norway, Puerto Rico, South Korea, Sweden and the United States. We also operate a commercial website under the URL address www.EBgames.com. Our compound annual growth rates for sales and pre-tax net income from fiscal 1999 through fiscal 2004 were 21.7% and 17.8%, respectively.
The interactive entertainment industry is approximately an $11.1 billion market in the United States that has grown at a compound annual growth rate of 11.3% over the last three years, according to data provided by The NPD Group. The introductions of Sony's PlayStation 2 in late 2000, Nintendo's GameCube and Microsoft's Xbox in November 2001 and Nintendo's Game Boy Advance SP in March 2003 represent the most significant video game hardware introductions since 1996. Software sales for these systems exceeded $5 billion in the United States and have grown at a compound annual growth rate of 59.2% over the last two years. With the growing installed base of these systems, we expect to see increased software sales in the coming year. We believe our position, as the destination of choice for gamers, will enable us to benefit from this continued industry growth.
We serve the avid gamer who demands immediate access to new release titles and who generally purchases more video game titles and PC entertainment software than the casual gamer. As a result, our tie ratio of software units sold to hardware units sold is consistently above the industry average. We believe that we attract both the avid and casual gamer due to our:
We believe that our vendors recognize the importance of our customer base and, consequently, often grant us disproportionately large allocations of new release titles and products. We support our
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stores through a highly effective and centralized inventory management system. This system enables us to execute our "first-to-market" new release strategy and efficiently manage overall inventory levels in order to maximize the sale of new products during peak periods and avoid markdowns as titles mature.
We were incorporated under the laws of the State of Delaware in March 1998 as a holding company for our operating activities. Our predecessor was incorporated in the Commonwealth of Pennsylvania in 1977.
We maintain an informational website under the URL address www.EBholdings.com. The reports we file pursuant to the Exchange Act (Form 10-K, Form 10-Q, Form 8-K) may be accessed free of charge through this website following our filings with the Securities and Exchange Commission (SEC). You may obtain any reports we file with the SEC at the SEC's Public Reference Room at 450 Fifth Street, N.W., Washington D.C. 20549 or by calling the SEC at 1-800-SEC-0330. The SEC also maintains a website at www.sec.gov where you may access our Exchange Act reports, proxy statements and other information.
Risk Factors
Risks Related to the Interactive Entertainment Industry
Manufacturers may fail to introduce or delay the introduction of new products, which could hurt our ability to attract and retain customers.
We are highly dependent on the introduction of new and enhanced video game hardware and software and PC entertainment software by manufacturers for our success. If manufacturers fail to introduce or delay the introduction of new products, we would have difficulty attracting and retaining customers to buy the products we sell, which could adversely affect our business. Many of the factors that impact our ability to sell new products are beyond our control, including:
The interactive entertainment industry is cyclical, which could cause significant fluctuations in our earnings.
Demand for video game systems and software fluctuates in relation to the introduction of next-generation hardware and related software titles. Manufacturers have historically introduced next-generation systems every four to five years. Sales volumes of new video game systems and related software titles are generally higher in the initial stages of the products' life cycles. As a product reaches the end of its life cycle, demand for the product will generally decline as our customers anticipate the introduction of next-generation products. If leading video game system manufacturers fail to continue to introduce next-generation systems, or fail to enhance existing systems on a periodic basis, our sales of hardware systems and related software titles will decrease, which could have an adverse effect on our results of operations and financial condition.
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If our vendors fail to provide marketing and merchandising support at historical levels, our sales and earnings could be negatively impacted.
The manufacturers of video game hardware and software and PC entertainment software have typically provided retailers with significant marketing and merchandising support for their products. As part of this support, we receive cooperative advertising and market development payments from these vendors. These cooperative advertising and market development payments enable us to actively promote and merchandise the products we sell and drive sales at our stores and on our website. We cannot assure you that vendors will continue to provide this support at historical levels. If they fail to do so, our sales and earnings could be negatively impacted.
If we fail to keep pace with rapidly changing industry technology, we will be at a competitive disadvantage.
The interactive entertainment industry is characterized by swiftly changing technology, evolving industry standards, frequent new and enhanced product introductions and rapid product obsolescence. These characteristics require us to respond quickly to technological changes and to understand their impact on our customers' preferences. If we fail to keep pace with these changes, our business may suffer. In addition, some of these technological changes, such as the ability to download video games onto PCs or play games over the Internet through consoles could reduce retail sales of video games and PC entertainment software. If advances in technology continue to expand our customers' ability to access software through other sources, our sales and earnings could be negatively impacted.
Risks Related to Our Business
If we fail to manage new store openings or renew existing locations as they expire, our operational and financial results could be negatively impacted.
Our growth depends on our ability to open and operate new stores profitably. In fiscal 2004, we opened 399 new stores. We currently intend to open approximately 400 new stores in fiscal 2005. Our ability to open new stores in a timely and profitable manner depends upon many contingencies, including our ability to locate and lease suitable store sites, build out these sites on a timely and cost-effective basis, hire and train new associates and integrate these stores into our existing operations. We cannot assure you that we will be able to continue to achieve our planned expansion or that our new stores will achieve sales and profitability levels comparable to our existing stores.
As of January 31, 2004, approximately 8% of our stores (128 of our 1,528 stores) were operated under leases with terms that expire in less than one year. We cannot assure you that we will be able to maintain these existing store locations as leases expire or that we will be able to locate suitable alternative sites on acceptable terms.
If we do not compete effectively, we will lose customers and our earnings will decline.
We face intense competition in the interactive entertainment industry and this could lead to reduced sales and profit margins. We compete with:
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Some of these competitors have longer operating histories and significantly greater financial, managerial, creative, sales and marketing and other resources than we have. We also compete with other forms of entertainment activities, including movies, television, theater, sporting events and family entertainment centers.
Our operating results fluctuate from period to period, which could result in a lower price for our common stock.
Our business is affected by seasonal patterns. We historically generate our highest net sales and operating income during our fourth fiscal quarter, which includes the holiday selling season. During fiscal 2004, we generated approximately 41.7% of our net sales and approximately 87.3% of our operating income during our fourth fiscal quarter. Accordingly, any adverse trend in sales during the holiday selling season could adversely affect our results of operations for our fourth fiscal quarter and our entire year. In addition to our dependence on fourth quarter sales, our results fluctuate from quarter to quarter depending upon a variety of factors, most of which we cannot control. These include:
These fluctuations make the prediction of our financial results on a quarterly basis difficult.
If we fail to obtain products from our domestic and overseas suppliers, our sales and profits will be adversely affected.
We rely heavily upon our suppliers to provide us with new products as quickly as possible. We purchase a significant amount of products from Electronic Arts, Inc., Nintendo of America, Inc., Sony Computer Entertainment, Inc., Microsoft Corp. and Atari Corp., and often receive shipments of new release products that are disproportionately large relative to our share of the overall consumer video game market. During fiscal 2004, our purchases from Electronic Arts, Nintendo, Sony, Microsoft and Atari represented 14.4%, 12.6%, 10.9%, 8.4% and 5.1%, respectively, of our gross purchases. We believe that the loss of any of these suppliers could reduce our product offerings, which could cause us to be at a competitive disadvantage. In addition, our financial performance largely depends upon the business terms we obtain from our suppliers, including competitive prices, unsold product return policies, advertising and market development allowances, freight charges and payment terms. If we fail to maintain favorable business terms with our suppliers, our ability to offer products to consumers at competitive prices could be adversely affected.
During fiscal 2004, approximately 38% of our domestic product purchases were of products manufactured outside of the United States, primarily in Asia. To the extent that our distributors rely on overseas sources for their products, any event causing a disruption of imports, including the imposition of import restrictions, could adversely affect our business. Trade restrictions in the form of tariffs or quotas, or both, applicable to the products we sell could also affect the importation of these products and could increase the cost and reduce the supply of products available to us.
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If our distribution facilities and systems are inadequate, our business could suffer.
In November 2003, we entered into an agreement to lease or acquire a new 315,000 square foot distribution facility that is currently being constructed in Coatesville, Pennsylvania. We expect the new facility to be completed in the Fall of 2004 and, if completed on time, to use this facility during the 2004 holiday season. In order to meet this timeline, the developer of the site for the distribution facility will need to obtain various approvals and construction must be completed on time. If unexpected delays occur, or if we encounter difficulties with our transition to the new distribution facility, and we are unable to obtain adequate back-up facilities and systems, our business could suffer.
If our management information systems fail to perform or are inadequate, our ability to manage our business could be disrupted.
We rely on a warehouse management system used in our domestic distribution centers and an inventory replenishment system to track sales and inventory. Our systems allow us to execute our "first-to-market" new release strategy, to keep our stores in stock at optimum levels and to move inventory efficiently from our distribution centers to our stores. If our management information systems fail to adequately perform these functions, our business could be adversely affected.
Our international operations expose us to numerous risks.
We have international retail operations in Australia, Canada, Denmark, Germany, Italy, New Zealand, Norway, South Korea and Sweden. Net sales in these foreign countries represented approximately 25% of our net sales in fiscal 2004. Because release schedules for hardware and software introduction in these countries often differ from release schedules in the United States, the timing of increases and decreases in foreign sales may differ from the timing of increases or decreases in domestic sales. We are also subject to a number of other factors which may impair our current or future international opportunities. These include:
We depend upon our key personnel and they would be difficult to replace.
Our success depends upon our ability to attract, motivate and retain key management associates for our stores and skilled merchandising, marketing and administrative personnel at our headquarters. While we have been successful in maintaining the continuity of our management team, including our executive officers, we cannot assure you that we will continue to be successful retaining such personnel. If we fail to retain qualified personnel, our business could suffer.
If we fail to successfully complete and integrate future acquisitions, our business could be negatively impacted.
As part of our efforts to grow and compete, we may engage in acquisitions. Our plans to pursue future acquisitions are subject to our ability to negotiate favorable terms for these acquisitions. Accordingly, we cannot assure you that future acquisitions will be completed. In addition, to facilitate future acquisitions, we may take actions that could dilute the equity interests of our stockholders, increase our debt or cause us to assume contingent liabilities, all of which may have a negative effect on the price of our common stock. Finally, if any acquisitions are not successfully integrated with our business, our ongoing operations could be adversely affected.
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On January 30, 2004, we terminated the services agreement with Game Group Plc (formerly The Electronics Boutique Plc). The termination agreement prohibits us from competing with Game Group in the United Kingdom and Ireland until February 2006. Additional terms of the agreement prohibit us from entering the French and Spanish markets until February 2005.
Other Risks
The Kim family has significant control of our company and can make decisions that could adversely affect our stock price and prevent a change of control.
EB Nevada Inc., a company indirectly controlled by James Kim, his wife and certain trusts for the benefit of his children, beneficially owns approximately 48.6% of our common stock. Accordingly, the Kim family effectively controls our company and all matters requiring stockholder approval, including the election of directors and approval of significant corporate transactions. This control may have the effect of delaying, preventing or deterring a change in control of our company and could deprive our stockholders of an opportunity to receive a premium for their common stock as part of any sale or acquisition.
Our status as a holding company and our credit facility restrict our ability to pay dividends on our common stock.
We are a holding company and do not have any material assets other than our ownership interests in our subsidiaries. Our common stock will be junior in right of payment to all of our existing and future liabilities and obligations and, by virtue of the fact that we are a holding company, our common stock will be structurally junior in right of payment to all existing and future liabilities and obligations of each of our subsidiaries. We have not declared or paid dividends on our common stock since our initial public offering in July 1998. In addition, our credit facility with Fleet Capital Corporation restricts our ability to declare or pay dividends on our common stock.
Our income taxes could increase in the future.
Our corporate structure includes the use of Delaware holding companies and subsidiaries that hold our intellectual property and facilitate financing for our operations. Certain state taxing authorities have changed and others are still reviewing their positions with respect to income tax deductions taken as a result of these structures. If these income tax deductions resulting from our corporate structure continue to be disallowed in the future, the income taxes we pay could increase, which will negatively impact our earnings.
Our certificate of incorporation and bylaws contain anti-takeover protections, which may discourage or prevent a takeover of our company, even if an acquisition would be beneficial to our stockholders.
Certain provisions of our certificate of incorporation and bylaws, as well as provisions of Delaware law, could make it more difficult for a third party to acquire us, even if a takeover would benefit our stockholders.
Industry Overview
The interactive entertainment industry is comprised of two primary product categories, video games and PC entertainment software.
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Video games. Based on information provided by The NPD Group (NPD), domestic retail sales of video game software and hardware systems were approximately $8.8 billion in 2003, down slightly from the prior year. According to International Development Group (IDG), domestic software sales are expected to grow approximately 2% in calendar 2004. Growth in the industry has been driven by continued improvements in systems technology, substantial growth in the number of titles available across game categories and the emergence of well-capitalized software publishers with significant advertising budgets to support new releases. Enhanced technological features of new hardware platforms expand gaming capabilities, encourage existing players to upgrade their hardware platforms and attract new video game players to purchase their first systems.
From 1996 to September 1999, Sony and Nintendo dominated the video game market. Sony introduced the PlayStation in 1995 and Nintendo introduced the Nintendo 64 in 1996. In September 1999, Sega introduced the Sega Dreamcast. In October 2000, Sony introduced the PlayStation 2, which represented a significant improvement in graphics, processing power and audio quality over the systems in use at the time. In June 2001, Nintendo introduced the Game Boy Advance, the successor to the highly successful Game Boy. Nintendo's GameCube, introduced in November 2001, features significant performance enhancements over the Nintendo 64 system and is based on CD technology as compared to the prior cartridge-based technology. Microsoft's Xbox, also launched in November 2001, provides advanced graphics and Internet connectivity. In March 2003, Nintendo introduced a significantly enhanced design of the Game Boy Advance, Game Boy Advance SP, and in October 2003, Nokia launched the N-Gage, a mobile gaming device with cellular capabilities.
At the end of calendar 2003, the domestic installed base of video game hardware systems in the United States totaled approximately 22.3 million PlayStation 2 units, 7.8 million Xbox units, 6.9 million GameCube units and 19.8 million Game Boy Advance units. Hardware manufacturers and third-party publishers produce a wide range of game titles for each of these major hardware systems. In addition, according to NPD, domestic retail sales of video game systems accessories were estimated to be approximately $1.3 billion in calendar 2003.
PC entertainment software. Based on information provided by NPD, domestic retail sales of PC entertainment software were approximately $1.0 billion in calendar 2003, a 28.6% decrease from the prior year. According to IDG, domestic PC entertainment software sales are expected to decline 1% to 2% annually over the next several years. PC entertainment software is generally sold in the form of CD-ROMs and played on multimedia PCs featuring fast processors, expanded memories, and enhanced graphics and audio capabilities.
Customers. We believe the typical gamer is a single male between the ages of 14 and 34, has a household income in excess of $50,000 and owns multiple hardware systems. We also believe that these gamers are often opinion leaders in the interactive entertainment industry, influencing the buying decisions of their friends and family. According to a study conducted by Ziff Davis Media Game Group, our core customers shop an average of seven times per month for video games. This study also shows that many of them purchase PC entertainment software as well as video games.
Competitive Strengths
We seek to enhance our position as the world's largest specialty retailer of video game titles and PC entertainment software by focusing on the following:
Breadth of title selection. We offer our customers an extensive selection of video game titles and PC entertainment software at competitive prices. Our typical store offers over 1,500 software stock keeping units ("SKUs"), excluding pre-played games, at any given time from over 60 video game and PC entertainment software vendors. These titles are also available for purchase on our website. We continuously update our title selection in each store to reflect the tastes and buying patterns of the
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store's local market. We carry game titles which are compatible with all major video game hardware systems and PCs. In addition to video game titles and PC entertainment software, we offer a complementary line of PC and video game accessories and peripheral products, including controllers, joysticks, memory cards, DVD remotes, books and magazines. By offering all major video game hardware systems and providing a broad but focused assortment of video game software and accessories and PC entertainment software, we seek to establish our stores and website as the destination of choice for avid gamers.
Immediate availability of new releases. We strive to be the first in our markets to offer new video game and PC entertainment software titles upon their release. We believe that vendors recognize the importance of our video game enthusiast customer base and, consequently, often grant us disproportionately large allocations of new release products. Our inventory management systems then rapidly move the products from our distribution centers to our stores. New release titles are often preceded by substantial publicity in the form of print advertisements and reviews in publications and, increasingly, are promoted through television advertisements by the video game and PC software publishers. This publicity tends to create high levels of demand for new releases among video game enthusiasts, often well in advance of release dates. This demand provides us with an important marketing opportunity to drive traffic to our stores and our website.
To assure our customers immediate access to new releases, we offer our customers the "EB Pre-Sell Program" through which they can reserve video games and PC entertainment software for delivery upon our receipt and release of the product. On average, we introduce 26 new game SKUs in our stores and on our website each week.
Highly effective inventory management system. We have a highly effective inventory management system that enables us to maximize sales of new release titles and avoid markdowns as titles mature. The system forecasts our inventory requirements on an individual store basis, aggregates our total requirements and manages the daily replenishment function from our automated distribution centers to our stores. This results in improved in-stock levels in our stores.
Knowledgeable sales associates. We believe that our knowledgeable sales associates, many of whom are avid gamers, and our higher level of customer service provide us with an important advantage over competitors such as mass merchants, toy retail chains, and office supply, computer product and consumer electronics superstores. We provide all of our sales associates with training and information on video game and PC entertainment products, system requirements and selling techniques through vendor-sponsored "EB University" seminars, which are held for store managers and field managers, and through periodic training seminars for our sales associates. We also encourage our sales associates to learn about customers' game preferences. With this knowledge, sales associates introduce customers to a selection of games and accessories that may suit their preferences and advise them of new releases suited to their interests, thereby enhancing our customers' overall gaming experience.
Disciplined store operations. Our management team exercises significant control over all aspects of our store operations, including product research, purchasing, distribution, site selection, store development, Point-of-Sale ("POS") financial reporting and sales training. We believe that this commitment to operational control enables us to identify opportunities to improve store productivity quickly and to react quickly to shifts in product pricing and consumer purchasing trends. We strive to increase the productivity of our stores by actively managing our payroll expense and operating our stores as efficiently as possible. In order to display most of our products on our stores' shelves, we maximize display space on the selling floor by using a combination of tiered and straight shelving. In an effort to enhance our sales conversion rates, in approximately 50% of our stores we utilize a system, known as ShopperTrak, that electronically measures store customer traffic throughout the day and provides us with an analysis of sales conversion rates by store. We also utilize our POS reporting systems to assure the best possible match of sales associate floor coverage to customer traffic.
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Value pricing. In an effort to offer maximum value to our customers and discourage comparison shopping, we maintain an "everyday low price" policy on advertised merchandise. We complement this policy with an extensive selection of merchandise and a high level of customer service. We also offer a pre-played program which allows customers to save additional money by trading in their used games for credit or cash toward any product sold in our stores. The trade-ins are then resold to other customers at lower prices than our new products to offer a broader range of products and price choices for our customers.
Pre-played video games. As a result of the proliferation of new titles and the tendency of gamers to seek new game challenges after mastering a particular title, a growing market for pre-played game titles has evolved. We carry over 1,600 pre-played SKUs in our typical store. We allow customers to trade in pre-played games in our stores. We believe that the opportunity to trade in games and the availability of pre-played titles in our stores is attractive to the value conscious gamer and differentiates us from most of our competition, which do not generally accept trade-ins or offer pre-played games. In return for their trade-ins, customers receive a store credit, which can be applied towards the purchase of new or pre-played products. We also offer cash for trade-ins in most of our locations. We advertise our trade-in program through numerous in-store promotions and through local and national media outlets. We believe that availability of pre-played games in our stores attracts our core game enthusiast customer and drives traffic into our stores.
Leadership in e-business. We believe that our customers are generally more familiar with the Internet and with online retailing than the average consumer. Our website offers over 8,000 new and pre-played SKUs that are available for immediate shipping to our customers. In addition, we have designed our website to serve our customers by providing product reviews, access to new releases, user-friendly online purchasing and the ability to pre-order video games and PC entertainment software.
Growth Strategy
New store expansion. We believe that there are domestic and international opportunities for significant new store growth. Over the last four fiscal years, we have more than doubled our store base from 619 stores at the end of fiscal 2000 to 1,528 stores at the end of fiscal 2004. We plan to open approximately 400 new stores in fiscal 2005.
Domestic opportunity. We plan to open approximately 300 new stores in fiscal 2005 in the United States. We are continuing our aggressive expansion in strip and power shopping centers, central business districts and urban areas. We expect our stores in these locations to require lower initial investments, generate higher gross margins on lower revenue and have a lower operating cost structure than our mall-based stores. These stores, which typically carry a wider assortment of pre-played video games than our mall-based stores, target the more value conscious gamer.
International opportunity. In fiscal 2002, we began a store expansion program in Europe that included both the opening of new stores and the acquisition of regional chains. As of January 31, 2004, we operated a total of 378 stores in Australia, Canada, Denmark, Germany, Italy, New Zealand, Norway, South Korea and Sweden. We plan to open approximately 100 new stores in fiscal 2005 in these markets.
The interactive entertainment industry in Europe is approximately $8.2 billion in size and has consumer demand characteristics similar to the United States market. We believe retail competition in the interactive entertainment industry is weaker throughout continental Europe than in the United States. There are very few specialty interactive entertainment retail chains in continental Europe and the existing specialty chains are small and undercapitalized, with little or no investment in distribution and information systems. In Europe, most video games are sold through general merchandise stores
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that offer less service and a smaller product selection than our stores. We believe that our store model, merchandising expertise and strong vendor relationships should enable us to gain significant market share in our targeted continental European markets over the next several years.
Pre-played video games. As a result of the proliferation of new titles and the tendency of gamers to seek new game challenges after mastering a particular title, a growing market for pre-played game titles has evolved. Pre-played video games have become our fastest growing product line, as we now carry over 1,600 pre-played SKUs in our typical store. We allow customers to trade in pre-played games in our stores. We believe that the opportunity to trade in games and the availability of pre-played titles in our stores is attractive to the value conscious gamer and differentiates us from most of our competition, which do not generally accept trade-ins or offer pre-played games. We believe the growth of our pre-played business will be further enhanced as we continue to focus on establishing stores in strip-center locations.
Expansion of online retailing. We believe that our core customer tends to be an Internet user, and we strive to meet their needs through our website, www.EBgames.com, which provides product reviews, access to new release titles, user friendly online purchasing and the ability to pre-order video games and PC entertainment software.
Retail Operations
As of January 31, 2004, we operated a total of 1,528 stores in the United States, Australia, Canada, Denmark, Germany, Italy, New Zealand, Norway, Puerto Rico, South Korea and Sweden, primarily under the names EB Games and Electronics Boutique.
Store formats. Many of our stores are located in high traffic areas in regional shopping malls. As of January 31, 2004, we operated 890 stores under this format in the United States, Canada, Australia and New Zealand. These stores average approximately 1,200 square feet. We believe that our mall-based stores generate sales per square foot that are among the highest of any mall-based retailer.
In addition to our mall-based stores, we also operate many stores in strip and power centers, central business districts and urban areas. These stores are generally larger than our mall-based stores, averaging approximately 1,650 square feet. We began our expansion into these other locations in fiscal 2001, and as of January 31, 2004, we operated 536 stores in the United States and Canada under this format. The remaining 102 stores in operation as of January 31, 2004 are primarily located in Europe and are comprised of multiple formats.
Store economics. The average cost, net of payables, of opening a new mall-based store in fiscal 2004 was approximately $149,000. This included approximately $124,000 for furniture, fixtures, equipment and leasehold improvements. Pre-opening expenses are minimal and are included in the store's expenses for the first month of operation.
The average cost, net of payables, of opening a new strip center store in fiscal 2004 was approximately $90,000. This includes approximately $67,000 for furniture, fixtures, equipment and leasehold improvements. Pre-opening expenses are minimal and are included in the store's expenses for the first month of operation.
The cost to open an international store is approximately the same in U.S. dollars as the cost to open a domestic store. Typically, our new stores generate a positive store operating contribution within the first 12 months of operations. We regularly review the profitability and prospects of each of our stores and evaluate whether any under-performing stores should be closed or relocated to more desirable locations.
Following the opening of a store, we utilize inventory management and controls and manage store payroll in an effort to maximize profitability. Our POS and inventory management systems allow us to
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analyze merchandise mix and in-stock positions and reduce shrinkage. We also use various payroll management and efficiency systems to improve sales conversions and store profitability.
Store operations. We divide our North American store base (United States, Puerto Rico and Canada) into 12 geographic regions, which are supervised by our Senior Vice President, President of StoresNorth America, our Vice President of Store Operations (Canada), Regional Vice Presidents/Directors and District Managers. Our Senior Vice President of International Operations, who is based in Europe, supervises our international operations other than in Canada. Managing Directors, District Managers and Area Managers supervise our stores in Denmark, Germany, Italy, Norway and Sweden. A General Manager, Regional Director, District Managers and Area Managers supervise our stores in Australia, New Zealand and South Korea.
Each of our stores typically has a full-time manager and a full-time assistant manager in addition to hourly sales associates, most of whom work part-time. The number of hourly sales associates in each store fluctuates depending on our seasonal needs. Our domestic stores are open seven days per week and generally ten hours each day. We operate our international stores in a manner similar to our domestic stores.
Online Retailing
We launched our e-commerce website, EBworld.com, in August 1997. We changed the name of the website to EBgames.com in December 2000. Online orders have increased year over year and our e-commerce operating subsidiary has been profitable since fiscal 2002.
The Internet represents a complementary channel to our store-based retail business. Our own surveys indicate that our website's detailed product reviews, game previews, new release schedules, product notification services, industry news and advanced search capabilities appeal to a significant portion of our gamer audience. EBgames.com utilizes our merchandising expertise and strong vendor relationships to provide online customers with over 8,000 new and pre-played SKUs that are available for immediate shipping. Further, EBgames.com leverages our distribution and fulfillment capabilities to provide delivery of new release titles to online consumers on the same day they are available in our stores.
We believe that Internet broadband technology will play an important role in the future of online retailing. We continue to explore different ways to assume a leadership role in the online distribution of games. Adoption of this new technology by consumers has been limited to date. However, as adoption of this technology grows and other game delivery technologies emerge, we expect to actively pursue these opportunities.
Game Group Services Agreement
On January 30, 2004, we terminated the services agreement with Game Group. As part of the agreement to terminate the services agreement, Game Group agreed to pay us $15.0 million. We received this payment in February 2004. The termination agreement prohibits us from competing with Game Group in the United Kingdom and Ireland until February 2006. Additional terms of the agreement prohibit us from entering the French and Spanish markets until February 2005.
Under the services agreement, Game Group was responsible for the payment of fees equal to 1.0% of Game Group's adjusted sales, plus a bonus calculated on the basis of net income in excess of a pre-established target set by Game Group. In fiscal 2004, we received approximately $8.6 million in management fees from Game Group.
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Products
Our product line consists of video game titles, pre-played video games, PC entertainment software titles, video game hardware systems, accessories, related products, toys and trading cards. Our in-store inventory at any given time averages over 2,100 SKUs.
Video game and PC entertainment software. We carry an average of over 1,500 video game and PC entertainment software SKUs (excluding pre-played games) at any given time. We purchase video game titles directly from the leading console manufacturers, which include Nintendo, Sony and Microsoft, as well as a variety of third-party software publishers, such as Electronic Arts Inc., Take-Two Interactive Software, Inc., Activision, Inc., Atari Corp. and THQ Inc. We are one of the largest domestic customers of video game products sold by these publishers. We currently purchase titles from over 60 vendors across a variety of genres, including Action, Strategy, Adventure/Role Playing, Simulation, Sports, Children's Entertainment and Family Entertainment. We maintain a broad selection of popular new release titles, which we define as titles that have been available for less than six weeks from the date of their release.
Pre-played video games and PC entertainment software. As a result of the proliferation of new titles and the tendency of gamers to seek new game challenges after mastering a particular title, a growing market for pre-played game titles has evolved. We carry over 1,600 pre-played SKUs in our typical store. We allow customers to trade in pre-played games in our stores. We believe that the opportunity to trade in games and the availability of pre-played titles in our stores is attractive to the value conscious gamer and differentiates us from most of our competition, which do not generally accept trade-ins or offer pre-played games. In return for a trade-in, customers receive a store credit, which can be applied towards the purchase of new or pre-played products. We also offer cash for trade-ins in most of our locations. At our in-house product reclamation center, these trade-ins can be tested, cleaned, relabeled, repackaged and redistributed to the stores. These trade-ins are then resold in our stores at a discount to the prices of new releases. Sales of pre-played games generate significantly higher margins than new titles. We believe that availability of pre-played games in our stores attracts our core game enthusiast customer and drives traffic into our stores.
Video game hardware. We sell the video game hardware systems of all major manufacturers, including Sony's PlayStation 2, Nintendo's GameCube and Game Boy Advance, Microsoft's Xbox and Nokia's recently launched N-Gage. While we offer the newest technology in video game systems, we also offer a wide range of the older video game systems through our pre-played program. Our pre-played program affords customers the opportunity to trade in older video game hardware and software for cash or credit towards the purchase of one of the latest systems or software. We also offer product replacement plans and extensions of manufacturer warranties for the video game systems.
Accessories. In recent years, the growing popularity of video games has led to an increase in sales of accessory products, which generally have higher gross margins than hardware and software products. We currently offer approximately 400 accessory product SKUs, including controllers, memory cards, instructional books and strategy guides for the most popular video game titles.
Related products and trading cards. We offer an assortment of collectible action figures that appeal to our core customers. In addition, we offer a variety of PC and video gaming magazines, including GMR, a magazine developed last year in collaboration with Ziff-Davis publishers.
Inventory Management and Distribution
Inventory management. We do extensive research prior to the release of new products and titles and carefully manage our inventory to minimize the risk associated with introducing new products and titles. Our centralized merchandising staff evaluates potential products and analyzes the EB Pre-Sell
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Program information and other data to estimate initial demand and the projected life cycle for a new release. We then use our new product analyses to plan our initial purchases and allocations among our stores and website. Through our inventory replenishment system, we forecast and actively manage our ongoing inventory requirements on an individual store and aggregate basis.
Distribution. We currently operate three distribution centers in the United States, including two in West Chester, Pennsylvania, which focus on separate components of our business. One 80,500 square foot facility in West Chester, Pennsylvania handles staple products and online fulfillment; a second West Chester facility, 80,000 square feet, handles returns and reclamation. We have entered into an agreement to lease or acquire a new 315,000 square foot distribution facility that is currently being constructed in Coatesville, Pennsylvania. This new facility is expected to be completed in the Fall of 2004. We plan to consolidate our two current Pennsylvania distribution facilities into the new facility, and dispose of one of the existing facilities through sale or lease. A 200,000 square foot distribution center in Louisville, Kentucky supports flow-through operations on new releases, top selling products and online fulfillment. We also operate a 120,000 square foot facility in Canada, a 70,000 square foot facility in Australia and three smaller European facilities in Denmark, Germany and Italy. During fiscal 2005, we are planning to relocate two of our European distribution centers to larger facilities to accommodate our continued growth in Europe.
These distribution facilities allow us to replenish our stores on a daily basis supporting our "first-to-market" new-release strategy. Our rapid processing capability in our distribution centers is facilitated by several advanced inventory management technologies, including paperless picking and radio frequency support. We also use a warehouse management system in our domestic distribution centers that enables us to better manage labor and freight costs. Our distribution network enables us to provide immediate delivery service to our online customers.
Marketing
In-store promotions. Our stores are located in high traffic, high visibility areas in regional shopping malls and strip centers. Accordingly, our marketing efforts at these stores are designed to draw customers into our stores through the use of window displays and other attractions visible to shoppers in the mall concourse and from the street. We actively publicize our stores through a variety of media, including print, radio and selected local television advertising. Inside all of our stores, we feature selected products through the use of vendor displays, signs, flyers, point of purchase materials and end-cap displays. A majority of these promotions are funded through advertising allowances and market development funds from manufacturers, distributors, software publishers and accessory suppliers.
In January 2003, as a combined effort with Ziff Davis Media, GMR magazine was launched in our North American stores. GMR magazine is a monthly publication providing news and reviews on the latest products for PC and video gamers. Customers that purchase a ten-month subscription to GMR are eligible to receive a discount on the purchase of pre-played products in our stores. As of January 31, 2004, we had 657,000 subscribers to GMR magazine.
Freestanding inserts. To broaden our customers' awareness and drive incremental sales, we also publish several full color vendor-funded freestanding inserts in top newspaper publications through out the United States on an annual basis. Circulation for these inserts ranges from 7 million to over 14 million depending on the time of year.
Catalogs. We publish several full color catalogs each year ranging in size from 50 to 100 pages. Our vendors fund the cost of these catalogs. The catalogs are available in our stores and are mailed to thousands of households from our proprietary customer lists. The catalogs are also inserted in leading industry magazines.
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EBgames.com. We believe our online presence and marketing initiatives play a key role in strengthening our brand identity. Our online marketing initiatives focus on partnering with companies that operate other websites, such as CNET. These initiatives enable us to access the broad reach of the Internet at a low cost. We also advertise in game focused magazines and online with portals such as AOL and MSN.
Management Information Systems
We use a combination of proprietary and "best of breed" information systems. These tools enable us to analyze total, comparative and new store sales and inventory data at the company, region, district and store levels. Our replenishment and warehouse management solutions are state of the art. We believe our approach to business systems provides a strategic advantage by allowing us to make enhancements to meet business opportunities quickly and efficiently. We have integrated customer-counting technology in approximately 50% of our stores with our centralized systems which give us daily updates of hourly customer traffic and sales conversion information.
Vendors
We purchase substantially all of our products directly from manufacturers and software publishers. Our top 15 vendors accounted for approximately 77% of our purchases in fiscal 2004. Our largest vendors in fiscal 2004 were Electronics Arts, Nintendo, Sony, Microsoft and Atari, which accounted for 14.4%, 12.6%, 10.9%, 8.4% and 5.1%, respectively, of our gross purchases. No other vendor accounted for more than 5.0% of our software or accessory purchases during fiscal 2004. We believe that we have good relationships with our vendors. Maintaining and strengthening these relationships is essential to our operations and continued expansion.
We participate in marketing programs with each of our key product vendors, including Electronics Arts, Nintendo, Sony, Microsoft and Atari. Under these programs, we are eligible to receive marketing allowances from product vendors provided we perform certain specified marketing and merchandising events and activities pursuant to the terms of written agreements we negotiate with our vendors for each event or activity. Typical events or activities are print advertising, television advertising, product catalog advertising, in-store display promotions, Internet advertising and product training and promotion at our national trade show.
Competition
The interactive entertainment industry is intensely competitive and subject to rapid changes in consumer preferences and frequent new product introductions. We compete with other specialty retailers of video games and PC software, most notably GameStop. We also compete with mass merchants, such as Wal-Mart and Target, toy retail chains, catalogs, direct sales by software publishers, online retailers and office supply, computer product and consumer electronics superstores such as Best Buy. In addition, video games are available for rental at many video stores. Further, other methods of distribution may emerge in the future, resulting in increased competition.
Environmental Matters
Under various federal, state and local and foreign environmental laws and regulations, a current or previous owner or occupant of real property may become liable for fines as well as the costs of removal or remediation of hazardous substances present or generated at the premises, at times without regard to fault. Although we have not been notified of, and are not aware of, any current environmental liability, claim or non-compliance, it is possible that we may incur fines or remediation costs in the future.
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Trademarks/Registrations
We possess registered trademarks for Electronics Boutique®, EB® and EBX® as well as other registered trademarks and service marks, both in the United States and in certain foreign jurisdictions. We also have numerous trademark applications pending to register other proprietary trademarks, including EB Games and EBgames.com, in the United States and in certain foreign jurisdictions.
We believe our trademarks are valid and valuable and we intend to maintain our trademarks and their related registrations. We do not know of any pending claims of infringement or other challenges to our right to use our marks in the United States or elsewhere. We have no patents, licenses, franchises or other intellectual property rights that are material to our operations.
Associates
As of January 31, 2004, we had approximately 9,500 non-seasonal associates. Approximately 4,000 were employed on a part-time basis, and 1,300 were employed on a temporary basis. In addition, during the calendar 2003 peak holiday shopping season, we hired approximately 1,300 temporary associates. We believe that our relationship with our associates is good. None of our associates are represented by a labor union or are member of a collective bargaining unit.
Code of Ethics
We have adopted a code of ethics, the Code of Ethical Conduct for Officers, Directors and Associates of Electronics Boutique, which applies to our Chief Executive Officer, Chief Financial Officer, Controller, all other employees of Electronics Boutique and each of the members of our Board of Directors. The Code of Ethical Conduct was approved by our Audit Committee in December 2003 and ratified by our Board of Directors in April 2004. Our Code of Ethical Conduct is included as an exhibit to this Annual Report on Form 10-K, and we intend to post it on our website, which is located at www.EBholdings.com. We will also disclose any amendments or waivers to our Code of Ethical Conduct on our website.
Item 1A. Executive Officers of the Company
Set forth below is information regarding the executive officers of the Company:
| Name |
Age |
Position |
||
|---|---|---|---|---|
| Jeffrey W. Griffiths | 53 | President, Chief Executive Officer and Director | ||
John R. Panichello |
42 |
Executive Vice President and Chief Operating Officer |
||
James A. Smith |
48 |
Senior Vice President, Chief Financial Officer and Secretary |
||
Seth P. Levy |
46 |
Senior Vice President, Logistics and Chief Information Officer; President, EB Games Online |
||
Steven R. Morgan |
52 |
Senior Vice President, President of StoresNorth America and President of Electronics Boutique Canada Inc. |
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Mr. Griffiths has served as the President and Chief Executive Officer of Electronics Boutique and a Class I Director since June 2001. Prior thereto, he served as Senior Vice President of Merchandising and Distribution from March 1998 to June 2001. Mr. Griffiths served as Senior Vice President of Merchandising and Distribution of EB, our predecessor, from March 1996 to March 1998. From March 1987 to February 1996, Mr. Griffiths served as Vice President of Merchandising of EB, and from April 1984 to February 1987 he served as Merchandise Manager. Since October 2003, Mr. Griffiths has been a member of the Board of Trustees of Albright College.
Mr. Panichello has served as Executive Vice President and Chief Operating Officer since April 2002. Prior thereto, Mr. Panichello served as Senior Vice President, Chief Operating Officer, President of EB GameWorld and BC Sports Collectibles (a former division of Electronics Boutique) and Secretary of Electronics Boutique from June 2001 to April 2002. Mr. Panichello served as Senior Vice President, Chief Financial Officer, President of EB GameWorld and BC Sports Collectibles and Secretary of Electronics Boutique from June 2000 to June 2001. Mr. Panichello served as Senior Vice President, Chief Financial Officer, President of BC Sports Collectibles and Secretary of Electronics Boutique from March 1998 to June 2000. Mr. Panichello served as the Senior Vice President of Finance of EB and the President of the BC Sports Collectibles division from March 1997 to February 1998. Mr. Panichello served as EB's Vice President of Finance and Treasurer from June 1994 to February 1997. Mr. Panichello served as a director of Game Group from May 1995 to November 1999. Mr. Panichello is a Certified Public Accountant. Mr. Panichello is the husband of Susan Y. Kim and the son-in-law of James J. Kim. Mr. Panichello serves on the Board of Directors of the Interactive Entertainment Merchants Association.
Mr. Smith has served as Senior Vice President, Chief Financial Officer and Secretary since June 2001. Prior thereto, Mr. Smith served as Senior Vice President of Finance of Electronics Boutique from August 2000 to June 2001. Mr. Smith served as Electronics Boutique's Vice President-Finance from May 1998 to August 2000. From 1996 to 1998, Mr. Smith served as Vice President and Controller of EB, our predecessor, and from 1993 to March 1996, he served as Controller of EB.
Mr. Levy has served as Senior Vice President, Logistics, Chief Information Officer and the President of EB Games Online since June 2001. From March 1999 to June 2001, Mr. Levy served as Senior Vice President, Chief Information Officer and the President of EB Games Online. From February 1997 to March 1999, Mr. Levy served as the Vice President and Chief Information Officer. From 1991 to February 1997, Mr. Levy served as the Director of System Development for the May Merchandising and May Department Stores International divisions of May Department Stores.
Mr. Morgan has served as Senior Vice President, President of StoresNorth America and President of Electronics Boutique Canada Inc. since April 2002. Prior thereto, Mr. Morgan served as Senior Vice President of Stores of Electronics Boutique and Canadian Operations from June 2001 to April 2002. Mr. Morgan served as Senior Vice President of Stores of Electronics Boutique from January 2001 to June 2001. From May 1998 to January 2001, Mr. Morgan served as President and Chief Executive Officer of Millennium Futures, Inc., a commodity trading company. From July 1996 to May 1998, he served as Senior Vice President, Director of Stores at Filene's Department Stores. From May 1988 to July 1996, he served as Regional Vice President at Filene's Department Stores.
Store leases. All of our stores are leased. As of January 31, 2004, we had 1,528 stores. In general, our mall-based leases have terms of seven to ten years. Our strip and power center locations typically have initial terms of five to seven years with at least one or more renewal options.
Headquarters and distribution centers. We own our 140,000 square foot headquarters in West Chester, Pennsylvania. This building includes an 80,500 square foot distribution center. In addition, we own an adjacent 80,000 square foot distribution facility. We have entered into an agreement to lease or
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acquire a new 315,000 square foot distribution facility that is currently being constructed in Coatesville, Pennsylvania. This new facility is expected to be completed in the Fall of 2004. We plan to consolidate our two current Pennsylvania distribution facilities into the new facility, and dispose of one of the existing facilities through sale or lease. We lease a 200,000 square foot distribution center in Louisville, Kentucky. This lease expires in May 2005. In Brampton, Ontario, Canada, we own a 120,000 square foot distribution and office facility. In Pinkenba, Queensland, Australia, we own a 70,000 square foot distribution and office facility. We also lease small distribution facilities in Denmark, Germany and Italy. In fiscal 2005, we are planning to relocate two of our European distribution centers to larger facilities to accommodate our continued growth in Europe.
Customer service call center. We lease a 12,172 square foot customer service telephone call center in Las Vegas, Nevada, from which we respond to inquiries regarding our products. The lease expires in June 2009.
We are involved from time to time in legal proceedings arising in the ordinary course of our business. In February 2003, our affiliates, The Electronics Boutique, Inc. and EB Services Company, LLP, prevailed in the appeal of a civil lawsuit brought against those companies by Game Group. Game Group filed the appeal in October 2002 after judgment was entered against it in the trial of the matter.
On December 3, 2003, a subsidiary of ours was served with a complaint in a proposed class action suit entitled "Chalmers v. Electronics Boutique of America Inc." in the California Superior Court in Los Angeles County. The suit alleges that Electronics Boutique of America Inc. improperly classified store management employees as exempt from the overtime provisions of California wage-and-hour laws and seeks recovery of wages for overtime hours worked and related relief. We intend to vigorously defend this action and believe that it is not material to our financial position. An adverse outcome in this action may, however, have a material adverse effect on our results of operations in the period in which a judgment, if any, is rendered.
In the opinion of management and except as described above, no pending proceedings could have a material adverse effect on our results of operation or financial condition.
Item 4. Submission of Matters to a Vote of Security Holders
None.
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Item 5. Market for Registrant's Common Equity, Related Stockholder Matters and Issuer Purchases of Equity Securities
Our common stock was first traded publicly on July 28, 1998. The stock is quoted on the NASDAQ National Market under the symbol ELBO. The table below represents the high and low bid prices of our common stock as reported by NASDAQ.
| |
Fiscal 2004 |
Fiscal 2003 |
||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| |
Low |
High |
Low |
High |
||||||||
| First fiscal quarter | $ | 11.96 | $ | 19.57 | $ | 28.03 | $ | 38.55 | ||||
| Second fiscal quarter | 18.08 | 27.42 | 21.30 | 32.24 | ||||||||
| Third fiscal quarter | 24.77 | 34.80 | 21.02 | 29.38 | ||||||||
| Fourth fiscal quarter | 19.60 | 28.07 | 13.10 | 31.81 | ||||||||
Such quotations reflect inter-dealer prices, without retail mark-ups, mark-downs or commissions and may not necessarily reflect actual transactions.
As of April 8, 2004, we had 42 shareholders of record (including Cede & Co., the nominee for Depository Trust Company, a registered clearing agency) of the 24,397,434 issued and outstanding shares of our common stock. On April 8, 2004, the last reported sale price for our common stock as quoted by NASDAQ was $29.20 per share.
To date, we have not paid any dividends on our common stock and we have no plans to do so in the future. Under certain circumstances, our credit facility with Fleet Capital restricts us from paying dividends to our stockholders.
Item 6. Selected Financial Data
The following table sets forth for the periods indicated selected financial and other data, which has been derived from our consolidated financial statements. This information should be read in conjunction with "Management's Discussion and Analysis of Financial Condition and Results of
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Operations" and the Consolidated Financial Statements and Notes thereto included elsewhere in this Form 10-K.
| |
Year Ended |
||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| |
January 31, 2004 |
February 1, 2003 |
February 2, 2002 |
February 3, 2001 |
January 29, 2000 |
||||||||||||
| |
(Amounts in thousands, except per share data and operating data) |
||||||||||||||||
| Statement of Income Data: | |||||||||||||||||
| Net sales | $ | 1,588,406 | $ | 1,309,226 | $ | 1,059,338 | $ | 802,851 | $ | 758,120 | |||||||
| Management fees(1) | 13,375 | 7,553 | 5,889 | 4,425 | 4,873 | ||||||||||||
| Total revenues | 1,601,781 | 1,316,779 | 1,065,227 | 807,276 | 762,993 | ||||||||||||
| Cost of goods sold | 1,174,429 | 971,204 | 826,599 | 626,939 | 580,770 | ||||||||||||
| Gross profit | 427,352 | 345,575 | 238,628 | 180,337 | 182,223 | ||||||||||||
| Selling, general and administrative expense | 328,577 | 267,566 | 179,464 | 144,466 | 133,534 | ||||||||||||
| Restructuring and asset impairment (reversal) charge(2) | | (2,611 | ) | 12,638 | | | |||||||||||
| Depreciation and amortization | 27,894 | 22,524 | 19,750 | 15,855 | 12,278 | ||||||||||||
| Operating income | 70,881 | 58,096 | 26,776 | 20,016 | 36,411 | ||||||||||||
| Other income | | | | 1,550 | | ||||||||||||
| Interest income, net | 1,751 | 1,677 | 1,884 | 3,096 | 1,427 | ||||||||||||
| Income before income tax expense and cumulative effect of change in accounting principle | 72,632 | 59,773 | 28,660 | 24,662 | 37,838 | ||||||||||||
| Income tax expense | 26,903 | 22,373 | 10,948 | 9,791 | 15,008 | ||||||||||||
| Income before cumulative effect of change in accounting principle | 45,729 | 37,400 | 17,712 | 14,871 | 22,830 | ||||||||||||
| Cumulative effect of change in accounting principle, net of tax(3) | | (4,773 | ) | | | | |||||||||||
| Net income | $ | 45,729 | $ | 32,627 | $ | 17,712 | $ | 14,871 | $ | 22,830 | |||||||