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Games Workshop Group GAW.L · GBp

Consumer Discretionary · Leisure Products · LSE · 🇬🇧 United Kingdom

FTSE 100

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16,520.00p

+2.74%

Close of 9 Nov 2026, in pence

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About Games Workshop Group

Its shares trade on LSE under the ticker GAW.L. It has been listed since 3 October 1994. It is a member of the FTSE 100. In the fiscal year to 31 May 2026, it reported revenue of £659.7m and net income of £206.0m. At that date it held total assets of £466.6m and shareholders' equity of £335.3m.

Games Workshop Group Plc engages in the design and manufacture of miniature figures and games. The company is headquartered in Nottingham, Nottinghamshire. The firm's segments include Sales channels, Product and supply, Central costs, Service centre costs and Royalties. The Sales channels segment includes Trade, which sells to independent retailers and includes magazine newsstand business and distributor sales from its publishing business (Black Library); Retail, which includes sales through retail stores, its visitor center and global exhibitions, and Mail order, which includes sales through its Web stores and digital sales. The Product and supply segment designs and manufactures products and incorporates production facility in the United Kingdom. The Central costs segment includes its overheads, head office site costs and costs of running Games Workshop Academy. The Service centre costs segment provides support services and undertakes strategic projects. The Royalties segment includes royalty income earned from third-party licensees.

Figures and description from our data supplier, not checked against the company's own report.

Company facts

Sector
Consumer Discretionary
Industry
Leisure Products
Listed since
3 Oct 1994
Employees
944

Leadership

Pay as last reported

  • Mr. Mark LamIndependent Non-Executive Chairman of the Board£144,000
  • Mr. Kevin Derek RountreeChief Executive Officer, Executive Director, since 2008£4.4m
  • Ms. Elizabeth HarrisonGroup Finance Director, Executive Director, since 2024£574,000
  • Mr. Neil TomlinsonGroup Operations Director, Executive Director, since 2025
  • Mr. Ross MatthewsCompany Secretary
  • Mr. Eric MaugeinNon-Executive Director£19,000
  • Mr. Randal CassonIndependent Senior Non-Executive Director£76,000
  • Ms. Karen MarshIndependent Non-Executive Director£66,000

Environmental, social and governance

Scores out of 100, from our data supplier

ESG
Overall
48
Environment
39
Social
42
Governance
63
Direct emissions (scope 1)
484 t
Energy emissions (scope 2)
4,655 t
Value chain emissions (scope 3)
59,222 t
Women in the workforce
24.47458%
Carbon reduction policy
No
Human rights policy
Yes

SWOT analysis

AI-generated by our data supplier. Not written or checked by our editors.

AI-generated

Strengths

  • Games Workshop Group PLC enjoys a strong market position as one of the leading companies in the gaming industry, particularly specializing in tabletop wargames. Their flagship product, Warhammer, is highly popular and has a loyal fan base. This market leadership grants them a competitive advantage and brand recognition.
  • Games Workshop offers a diverse range of products, including rulebooks, miniatures, accessories, and paints. They constantly innovate and release new expansions, ensuring their customers have a wide variety of options to choose from. This extensive product portfolio caters to the preferences of different gamers, attracting a diverse customer base.
  • Games Workshop owns a strong intellectual property (IP) portfolio, including trademarks and copyrights for their game systems, characters, and designs. This IP protection helps prevent competitors from replicating their games and associated merchandise, securing Games Workshop's unique position in the market.

Weaknesses

  • Games Workshop's products are priced at a premium compared to other board games and hobbyist items. The cost of entry into their gaming systems, such as purchasing rulebooks and miniatures, can be a deterrent for some potential customers who may opt for more affordable alternatives. This pricing strategy limits their market reach.
  • Games Workshop has been slow to adapt to the digital gaming landscape. While they recently launched Warhammer+, their digital subscription service, they have not fully capitalized on the potential of online gaming and virtual experiences. This limited digital presence hinders their ability to tap into new markets and engage a wider audience.
  • Games Workshop heavily relies on third-party retailers to distribute their products. While this allows for broader availability, it also means they have less control over the customer experience and brand representation in stores. Additionally, relying on retailers for distribution increases the risk of counterfeit products or unauthorized reselling, potentially damaging the company's reputation.

Opportunities

  • The growing popularity of e-sports and competitive gaming presents an opportunity for Games Workshop to enter the digital gaming arena. By creating or supporting digital adaptations of their games, they can tap into the lucrative e-sports market and attract a new generation of gamers while retaining their loyal fan base.
  • Games Workshop currently has a strong presence in Europe and North America, but there is potential for further international expansion. By targeting emerging gaming markets and establishing partnerships with local distributors, they can introduce their products to new regions, diversify their customer base, and increase revenue streams.
  • Games Workshop's rich and expansive IP provides opportunities for merchandising and licensing agreements. By partnering with other companies to develop and market merchandise or licensing their IP for use in other mediums, such as movies, TV shows, or collectibles, Games Workshop can increase brand exposure and generate additional revenue streams.

Threats

  • The gaming industry is highly competitive, with numerous companies vying for gamers' attention and spending. Games Workshop faces competition from both traditional and digital gaming companies, making it crucial for them to continuously innovate, adapt, and maintain their market position to withstand competitive pressures.
  • The popularity and desirability of Games Workshop's products make them susceptible to counterfeit reproductions. Counterfeit products not only result in lost sales revenue but also potentially harm the company's reputation if customers unknowingly purchase inferior-quality items. Games Workshop needs to actively combat counterfeiting through legal measures and educational campaigns.
  • Economic downturns or periods of instability can adversely affect consumer discretionary spending, which could impact Games Workshop's sales. Unfavorable economic conditions, such as recessions or currency fluctuations, may reduce consumer purchasing power or deter them from investing in non-essential products, thus posing a threat to the company's financial performance.

Sources and methodology

Data on this tab
Our data supplier
Chart on the Overview
TradingView

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