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GameStop decided at a certain point that a store culture of pressure sales was the surest way to profits, and the stockholders have not complained.Īs a consumer I never really liked it. It is the difference between most car dealerships and Tesla, the difference between commissioned jewelry salespeople and salaried ones. Some companies sell based on maximizing the profit from every single customer interaction and others seek to create customer loyalty and positive experiences. It was, and is, a matter of top-down corporate policy, to upsell and meet quotas. A customer could rarely get through a checkout without being asked, sometimes repeatedly, about preorders, trade-ins, or the now-retired $15 EDGE rewards card.Īny ex-employee will tell you that this is not the employees’ fault. As a result, the store climate became increasingly predatory, especially toward the uninformed moms and wanna-be gaming experts who came through the doors. Once the hub of gaming, GameStop and EB Games had taken on the upselling practices of the fast-food industry. In the era before Internet shopping existed and big box stores really cared about gaming, this was it.īy the turn of the century, though, the business model for in-mall gaming stores had changed. The workers were generally knowledgeable and the climate was easygoing and friendly. I am old enough to remember browsing Electronics Boutique in the 1980s and staring in wonder at all the glossy PC game boxes. When I was growing up in the 1980s, in-mall game stores were virtual meccas of gaming. On that fateful day I was party to a retail experience that permanently changed how I bought and sold my games.
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My last transaction with GameStop was in the summer of 2008.
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