In 2019, you can still buy music on compact discs and movies on Blu-ray discs. You could, of course, just stream music through one of several services, or you could buy a digital version of whatever album. The same could be said for movies.
But the world in which Sam Goody and Tower Records did good business selling music and movies on physical media (read: discs) is long gone — just like both companies.
A similar story is currently playing out in video games.
In 2013, the current console generation kicked off with the launch of both the Xbox One and the PlayStation 4. Alongside the launch of those consoles came a fundamental change to how games were distributed: Every game was available through the digital storefronts operated by Sony and Microsoft (PlayStation Network and Xbox Live, respectively). Nintendo joined the party in 2017 with the Nintendo Switch, and now every console game is available — on launch day — in a digital storefront.
If you want, you don't have to buy any game discs or cartridges ever again. On top of that, and even worse for GameStop: Many of the games in those digital storefronts aren't sold in stores at all.
The implications of that shift were huge for the world's biggest game retailer.
The foundation of GameStop's business is selling video games on discs. And with the digitization of console games, the company was facing an existential threat along the lines of iTunes' impact on record stores.
"Downloads became a thing and GameStop's business declined," the Wedbush analyst Michael Pachter, who covers the video game industry, told Business Insider in an interview in early July. "They were just kind of oblivious to it."