Videogame Stores

ABOUT

Information

Videogame Stores are specialty retail stores whose defining purpose is video games and the hardware, accessories, services, and culture associated with playing them. A Videogame Store can sell new and used physical games, current and older consoles, controllers and peripherals, trade-ins, retro games and hardware, replacement parts, and related merchandise. School Of Stores distinguishes this Kind Of Store from a general retailer that merely carries videogames as one department: videogames are central to the store’s identity. The family can include current-generation retailers, buy-sell-trade stores, retro specialists, independent neighborhood stores, and hybrids that also offer repairs, demonstrations, tournaments, events, or other gaming-community activities.

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Videogame Stores

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EMAIL OUTREACH

Reaching Out To Videogame Stores

School Of Stores can reach out to independent Videogame Store owners and employees, used and retro specialists, repair and refurbishment businesses, distributors, publishers, console and accessory companies, ratings organizations, event organizers, game developers, educators, and customers to verify this research and identify practical ways people can start, supply, service, teach through, or improve Videogame Stores.

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Number Of Videogame Stores

There is no clean federal count of Videogame Stores because the store type crosses statistical classifications. The 2022 NAICS manual places new gaming software under Electronics and Appliance Retailers and used games under Used Merchandise Retailers. GameStop alone reported 1,598 U.S. stores as of January 31, 2026, but that is a chain benchmark rather than a count of the entire store type.[1][2]

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Trade Associations & Industry Events

Videogame Stores sit within a wider industry represented by the Entertainment Software Association, while the ESRB Retail Council is directly relevant to store ratings practices. Consumer/industry events such as PAX provide contact with publishers, developers, hardware companies, independent creators, demonstrations, tournaments, workshops, and gaming communities.[5][6]

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Vendors & Supporting Services

The vendor ecosystem can include console manufacturers, publishers, physical-game distributors, accessory makers, wholesalers, used-inventory sellers, repair-parts suppliers, refurbishment services, fixtures and security systems, POS/inventory platforms, payment processors, grading/authentication services, freight and fulfillment companies, and event or education partners. Solutions 2 GO and COKeM/Alliance provide examples of the physical distribution layer.[7][8]

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Starting A Videogame Store

Starting a Videogame Store begins with choosing the operating model: current-generation retail, used/buy-sell-trade, retro specialization, or a hybrid. The model determines inventory capital, supplier access, testing and repair needs, trade-in procedures, floor space, security, staffing expertise, e-commerce, and local licensing requirements. Startup costs and retail permits should be researched for the actual jurisdiction rather than assumed nationally.[9][10]

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New, Used & Retro Videogames

Videogame Stores can operate very differently depending on whether they emphasize new releases, pre-owned games, older consoles, or a mixture. Trade-ins create a two-way supply chain in which customers are also inventory sources, while retro retail adds testing, condition grading, authenticity, repair, parts, and long-tail knowledge that ordinary mass merchants usually do not provide.[2][11]

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Physical Retail In A Digital Market

The U.S. videogame market remains very large, but spending is increasingly distributed across digital content, subscriptions, mobile, hardware, accessories, and physical games. ESA reports $60.7 billion in total U.S. consumer spending in 2025, while Circana reported July 2026 new physical software sales at the lowest July level in its tracking history. A Videogame Store therefore has reason to develop value that cannot be reduced to a shelf of new boxes.[3][4]

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Supply Chain Opportunities

Videogame Stores create supply-chain opportunities both upstream and downstream: physical distribution, accessories, repair parts, refurbishment, logistics, local delivery, display/security systems, POS and inventory software, used-game acquisition, authentication, e-commerce fulfillment, events, and potentially direct relationships with independent game developers.[7][8]

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Opportunities For Improvement

Opportunities include stronger expertise, trustworthy testing and grading, repairs, better trade-in transparency, local inventory visibility, demonstrations, tournaments and gatherings, retro preservation, accessibility, creator events, and education. School Of Stores is especially interested in whether a Videogame Store can teach game development and connect players with the process of making games while preserving its identity as a real retail business.[3][4][6]

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History Of Videogame Stores

Specialty videogame retail grew alongside home computers and game consoles, then developed dedicated mall and strip-center chains, used-game trade-ins, and increasingly broad mixes of hardware, software, accessories, and related merchandise. By 2002 GameStop operated 1,038 stores under the GameStop, Babbage’s, Software Etc., and FuncoLand names; the market has since been reshaped by e-commerce and digital distribution while used and retro retail remain important physical-store models.[11][2][4]

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Course Development

School Of Stores is developing Running A Videogame Store, but the course is still a work in progress. School Of Stores does not yet have enough information to treat the curriculum as complete. The concurrent Game Development Lab is also part of that developing educational work.

FOOTNOTES

Sources

  1. U.S. Census Bureau. 2022 North American Industry Classification System Manual. 2022 manual; accessed September 26, 2026. The 2022 NAICS manual classifies retailing new gaming software, including downloadable software without publishing, under Electronics and Appliance Retailers (449210), while used games can fall under Used Merchandise Retailers (459510). Hobby, Toy, and Game Retailers therefore is not a clean statistical count of Videogame Stores.
  2. GameStop Corp. / U.S. Securities and Exchange Commission. Form 10-K for the fiscal year ended January 31, 2026. Filed March 24, 2026; accessed September 26, 2026. GameStop reported 1,598 U.S. stores as of January 31, 2026, down from 2,325 a year earlier after 727 U.S. store disposals during fiscal 2025. The filing also describes new and pre-owned gaming software, consoles and accessories, digital currency/content, collectibles, and physical-store/e-commerce operations.
  3. Entertainment Software Association. 2026 Essential Facts About the U.S. Video Game Industry. 2026; accessed September 26, 2026. ESA reports $60.7 billion in U.S. consumer spending on video games in 2025: $52.3 billion on content, $5.4 billion on hardware, and $2.95 billion on accessories. These figures describe the broader video-game market rather than Videogame Store sales specifically.
  4. Circana. Video Game Industry Reporting & Consumer Data — July 2026 U.S. spending update. July 2026 update; accessed September 26, 2026. Circana reported that new physical software dollar sales fell to $85 million in July 2026, the lowest July since its tracking began in 1995. This is evidence of pressure on new boxed-game retail, not evidence that physical specialty stores have disappeared.
  5. Entertainment Software Rating Board. ESRB Retail Council. Accessed September 26, 2026. Participating retailers voluntarily commit to ratings education, store and online audits, staff procedures, signage, complaint handling, and policies concerning sales of M- and AO-rated games to minors.
  6. PAX West. PAX West 2026 Features. Accessed September 26, 2026. PAX combines exhibitors, game demos, console/PC/VR play, tournaments, panels, workshops, independent developers, publishers, hardware, and gaming-community programming, making it a useful industry and culture event for Videogame Store research.
  7. Solutions 2 GO. About Solutions 2 GO. Accessed September 26, 2026. Solutions 2 GO describes its history as a distributor serving video-game manufacturers and retailers, with video-game software distribution, warehousing, transportation, direct-to-consumer fulfillment, accessories, and digital distribution among its capabilities.
  8. Alliance Entertainment Holding Corporation / U.S. Securities and Exchange Commission. Form 10-K for the fiscal year ended June 30, 2025. 2025 filing; accessed September 26, 2026. Alliance describes COKeM as a distribution-service company in the video-game and accessory industries and describes Alliance as a distributor connecting game/content manufacturers with brick-and-mortar and e-commerce retailers.
  9. U.S. Small Business Administration. Plan Your Business. Accessed September 26, 2026. SBA guidance recommends market research, business planning, startup-cost calculation, and break-even analysis and lists common startup costs including space, equipment, utilities, licenses, insurance, inventory, wages, marketing, and websites.
  10. U.S. Small Business Administration. Launch Your Business. Accessed September 26, 2026. SBA launch guidance covers location, business structure, registration, tax IDs, licenses and permits, banking, insurance, and the fact that retail licensing and other requirements vary by jurisdiction.
  11. GameStop Corp. / U.S. Securities and Exchange Commission. Form 10-K for fiscal 2001. Filed 2002; accessed September 26, 2026. The filing describes 1,038 U.S./territory specialty stores under the GameStop, Babbage’s, Software Etc., and FuncoLand names, selling new and used videogame hardware, software, accessories, and related products, with mall and strip-center formats and a trade-in model.