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Hasbro (HAS) FY2025 results: revenue $4.7 billion, up 13.7% on the year

Hasbro, Inc. (HAS) reported revenue of $4.7 billion for fiscal 2025, the year ended 28 December 2025, up 13.7% on the year before. Net income was -$322 million, and diluted earnings per share $-2.30. The figures are the company's own, from the 10-K it filed with the SEC on 25 February 2026.

Revenue
$4.7 billion
+13.7% on the year
FY2018FY2025
Operating margin
0.2%
16.7% a year earlier
FY2018FY2025
Net income
-$322 million
FY2018FY2025
Diluted EPS
-$2.30
FY2018FY2025

this yearthe year beforeHover a bar for its figure.

The year in brief

From this 10-K

Hasbro is a game, intellectual property and toy company with over 100 years of history, selling physical and digital games, video games, toys, licensed consumer products, location-based entertainment, film and television. It works in three lines of business, games, intellectual property and toys, and claims three advantages: a broad brand portfolio rooted in play, one of the biggest licensing businesses in the world, and a profitable games business anchored by MAGIC: THE GATHERING, DUNGEONS & DRAGONS and MONOPOLY. Owned and partner brands include MONOPOLY, PLAY-DOH, TRANSFORMERS, NERF, PEPPA PIG, BEYBLADE and LUCASFILMS' STAR WARS, which is owned by The Walt Disney Company. The programme the company terms Operational Excellence, an enterprise-wide cost-saving effort covering targeted savings, supply chain change and restructuring, had delivered almost 800 million dollars of gross savings through 2025 against a one billion dollar commitment.

Hasbro, Inc., the 10-K for 2025

Hasbro is a game, intellectual property and toy company with over 100 years of history, selling physical and digital games, video games, toys, licensed consumer products, location-based entertainment, film and television. It works in three lines of business, games, intellectual property and toys, and claims three advantages: a broad brand portfolio rooted in play, one of the biggest licensing businesses in the world, and a profitable games business anchored by MAGIC: THE GATHERING, DUNGEONS & DRAGONS and MONOPOLY. Owned and partner brands include MONOPOLY, PLAY-DOH, TRANSFORMERS, NERF, PEPPA PIG, BEYBLADE and LUCASFILMS' STAR WARS, which is owned by The Walt Disney Company. The programme the company terms Operational Excellence, an enterprise-wide cost-saving effort covering targeted savings, supply chain change and restructuring, had delivered almost 800 million dollars of gross savings through 2025 against a one billion dollar commitment.

Games

Products run from games, trading cards and collectibles to action figures, arts and crafts, dolls, play sets, preschool toys, plush and vehicles, sold at retail stores, through e-commerce and through the company's own Hasbro PULSE and SECRET LAIR platforms. The Wizards of the Coast subsidiary drives the gaming side with role-playing and card-collecting games. MAGIC: THE GATHERING is a strategic trading card game that keeps expanding through new sets, including Universes Beyond sets built with brands such as Final Fantasy, Avatar: The Last Airbender and Marvel's Spider-Man in 2025, and the line has widened to competitive and casual players, collectors, digital players and fans of adjacent universes. DUNGEONS & DRAGONS is a cooperative tabletop storytelling game played with dice, basic rules, maps and miniatures or tokens. Other game brands include JENGA, CONNECT 4, THE GAME OF LIFE, SCRABBLE, CLUE and TRIVIAL PURSUIT.

Digital gaming

The digital business covers AAA and AA games, games as a service and licensed games, spanning action role-playing for web, personal computers and consoles as well as branded mobile applications. Recent examples are MONOPOLY GO!, the free-to-play mobile game released in 2023 by Scopely, and Baldur's Gate 3, the DUNGEONS & DRAGONS role-playing video game from Larian Studios released the same year. In-house development includes EXODUS, a science fiction role-playing game, and WARLOCK: DUNGEONS & DRAGONS, a single-player action-adventure game, both in development for personal computers, PlayStation 5 and Xbox.

Licensing and entertainment

Consumer products licensing covers promotional events and products including apparel, publishing, home goods and electronics, and in some cases toys where out-licensing works better than making the products in-house, with a MONOPOLY promotion returning to McDonald's in a digital-first format. Digital games licensing puts brands in the hands of outside developers, as with MONOPOLY GO! and Baldur's Gate 3, and a slate of multi-year partnerships announced in 2025 extends the brands onto the casino floor. Location-based entertainment licenses the brands into theme parks, hotels and resorts, family entertainment centres, retail, dining and shows, including TRANSFORMERS at Universal Studios parks, seven Peppa Pig theme parks and Peppa Pig World of Play sites with Merlin Entertainment, and Hasbro City in Mexico, with the operators making the investment. The entertainment strategy reinforces brand storylines through television, film and digital content, led by PEPPA PIG and MY LITTLE PONY, and in 2025 a cinematic event introduced baby Evie with ten new episodes and six new songs.

Selling direct and through retail

Hasbro Direct reaches fans through Magic: The Gathering Arena, the free-to-play online version of the card game, SECRET LAIR, a storefront for exclusive and limited card versions, D&D Beyond, the digital platform carrying rule books, character sheets and adventures, and Hasbro PULSE, the fan store for limited runs and crowd-funded projects. Many products are made under licences based on partners' trademarks and copyrights for characters from films and television, with fees generally paid as a royalty on net sales, sometimes with advance royalties and minimum guarantees. In 2025 the top five customers were approximately 35% of consolidated global net revenues, with Amazon at 11% and Walmart at 9%. Advertising runs through digital marketing, social media and television, and spending shifts with the product mix: brands tied to a major film release need less, while a large gaming launch needs much more.

Making the products and people

Most products are made by third-party manufacturers in China, Vietnam, India, Japan, Belgium, the United States, Mexico and Indonesia, mostly from basic raw materials such as plastic, paper and cardboard, with electronic components in certain items. In 2025 the company employed approximately 4,520 people worldwide, approximately 58% in North America, 19% in Europe, 18% in Asia Pacific and 5% in Latin America, with approximately 2% covered by unions or collective bargaining agreements.

From Hasbro's annual report on Form 10-K for the year ended 28 December 2025. The filing

Written from the 10-K filed 25 February 2026: read the full 10-K.

The four quarters: Q1 FY2025 · Q2 FY2025 · Q3 FY2025 · Q4 FY2025

Income statement (profit and loss)

$ millionFY2025FY2024FY2023On the yearLast 8 years
Revenue4,7014,1365,003+13.7%
Cost of revenue1,2961,1801,706+9.9%
Gross profit3,4052,9563,297+15.2%
Gross margin72.4%71.5%65.9%
Research and development386294307+31.1%
Selling, general and administrative1,1741,2131,480-3.2%
Operating income11.1690-1,539-98.4%
Operating margin0.2%16.7%-30.8%
Interest expense163171186-4.6%
Pre-tax income-102497-1,709
Income tax216103-221+110.7%
Effective tax raten/a20.6%n/a
Net income-322386-1,489
Net margin-6.9%9.3%-29.8%
Diluted EPS-$2.30$2.75-$10.73
$ million except per share.
Read moreFree cash flow is operating cash flow less capital expenditure; the effective tax rate is income tax over pre-tax income; margins are the line over revenue. Gross profit is revenue less cost of revenue, and operating income is revenue less the company's own total costs, where the statement does not print those lines. Those four are arithmetic on the filed numbers; everything else is as filed. Money is in $ million as the company files it, or in $ billion by the switch above the tables; per share figures and share counts are as they are.

Cash flow

$ millionFY2025FY2024FY2023On the yearLast 8 years
Operating cash flow893847726+5.4%
Capital expenditure63.387.2136-27.4%
Free cash flow830760590+9.2%
Free cash flow margin17.7%18.4%11.8%
Cash from investing-284-204118
Cash from financing-531-498-818
Depreciation and amortisation136163211-16.9%
Share-based compensation80.450.872.4+58.3%
Buybacksn/a0.00.0
Dividends paid392390388+0.7%
Dividend per share$2.80$2.10$2.80+33.3%
Diluted shares, weighted140m140m139m-0.1%

Balance sheet

$ millionFY2025FY2024FY2023On the yearLast 8 years
Shareholders' equity5661,1851,087-52.3%
Redeemable equityn/a0.00.0
Short-term borrowingsn/an/a0.0
Debt3,2653,3813,466-3.4%
Operating lease liabilities101114121-11.9%
Other liabilities1,6211,6601,867-2.4%
Total liabilities and equity5,5526,3406,541-12.4%
Fixed assets248303334-18.1%
Goodwill1,2572,2782,279-44.8%
Intangible assets457518588-11.9%
Securities held for sale or to maturity1060.6n/a+17,566.7%
Cash and equivalents777695545+11.7%
Receivables1,0609201,029+15.2%
Inventory260274332-5.3%
Other assets1,3891,3521,433+2.7%
Total assets5,5526,3406,541-12.4%

10-K for the year ended 28 December 2025, filed 25 February 2026: the filing.