Sells games, toys and licensed products built around brands such as MAGIC: THE GATHERING, Hasbro Gaming and PLAY-DOH to children, families and fans.
10-K for FY2025, filed Feb 25, 2026Hasbro, Inc. (“Hasbro”) is a leading game, intellectual property ("IP"), and toy company whose mission is to create joy and community…View ↗
Toys and Games. We market and sell toys and games based on our owned and controlled brands globally at retail stores, through ecommerce…View ↗
Additionally, through license agreements with third parties, we develop and sell products based on popular third-party brands through these…View ↗
Grow Brands: Our Grow Brands represent the highest margin, highest growth opportunities in categories where we see significant share and/or…View ↗
Customers pay for most finished products when they ship. Licensees pay royalties when their products sell or people use the brands, sometimes with guaranteed minimums or fixed fees; digital games also bring in initial purchases, in-app purchases and subscriptions.
10-K for FY2025, filed Feb 25, 2026The majority of the Company’s revenues are derived from sales of finished products to customers. Revenues from sales of finished products…View ↗
The Company enters into contracts to license its intellectual property, which consists of its brands, in various channels including but not…View ↗
The Company also produces, sells and licenses television and film content for distribution to third parties in formats that include…View ↗
(2) Revenue RecognitionView ↗
10-K for FY2025, filed Feb 25, 2026
FY2025 revenue by product or service ↗$5.4B
10-K for FY2025, filed Feb 25, 2026
$5.4B ↗| Segment | Share | Revenue |
|---|---|---|
|
Grow Brands
|
74% |
Grow Brands, FY2025
$3.5B Sources
|
|
Optimize Brands
|
15% |
Optimize Brands, FY2025
$698.2M Sources
|
|
Reinvent Brands
|
11% |
Reinvent Brands, FY2025
$524M Sources
|
|
Non-Hasbro Branded Film and TV
|
0.0% |
Non-Hasbro Branded Film and TV, FY2025
$0 Sources
|
Retailers, wholesalers and fans buy Hasbro products through its own sales teams, ecommerce and Hasbro Direct; independent distributors mainly serve places where Hasbro has no direct presence.
10-K for FY2025, filed Feb 25, 2026Our products are sold globally to a broad spectrum of customers, including mass-market retailers, distributors, wholesalers, discount…View ↗
Toys and Games. We market and sell toys and games based on our owned and controlled brands globally at retail stores, through ecommerce…View ↗
With these platforms, we are expanding and enhancing our capabilities beyond traditional ecommerce to serve our consumers and activate…View ↗
10-K for FY2025, filed Feb 25, 2026
In 2025, 2024, and 2023 the Company’s largest customers were Amazon.com, Inc. and Wal-Mart, Inc. with sales to each of these customers…View ↗
Not on paper. It lost $322.4M in FY2025, but brought in more cash than it spent: $829.9M of free cash flow.
10-K for FY2025, filed Feb 25, 2026
$11.1MView ↗
10-K for FY2025, filed Feb 25, 2026
−$322.4MView ↗
10-K for FY2025, filed Feb 25, 2026
$829.9MView ↗
10-Q for Q2 FY2026, filed Jul 30, 2026
$160.9MView ↗
10-Q for Q2 FY2026, filed Jul 30, 2026
Open tableView ↗
Shrinking. Revenue fell 16% in 4 years, from $6.4B in FY2021 to $5.4B in FY2025, about 4% a year.
Film and TV business
Hasbro moved from exploring a sale of parts of eOne’s film and TV business to divesting its non-core film and TV business, bringing its focus back to play and its brands.
10-K for FY2022, filed Feb 22, 2023 10-K for FY2025, filed Feb 25, 2026On November 17, 2022, we announced an authorization by Hasbro's Board of Directors to initiate a marketing for parts of our eOne TV and…View ↗
Reinvigorating licensing by expanding into new partnerships across toys, gaming and experiences and by strengthening existing partnerships…View ↗
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