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Hasbro Inc (HAS)

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Upturn Advisory Summary
01/02/2026: HAS (4-star) is a STRONG-BUY. BUY since 36 days. Simulated Profits (6.77%). Updated daily EoD!
1 Year Target Price $92.46
1 Year Target Price $92.46
| 7 | Strong Buy |
| 5 | Buy |
| 2 | Hold |
| 0 | Sell |
| 0 | Strong Sell |
Analysis of Past Performance
Type Stock | Historic Profit 60.65% | Avg. Invested days 67 | Today’s Advisory Strong Buy |
Upturn Star Rating ![]() | Upturn Advisory Performance | Stock Returns Performance |
Key Highlights
Company Size Large-Cap Stock | Market Capitalization 11.64B USD | Price to earnings Ratio - | 1Y Target Price 92.46 |
Price to earnings Ratio - | 1Y Target Price 92.46 | ||
Volume (30-day avg) 14 | Beta 0.54 | 52 Weeks Range 47.63 - 85.14 | Updated Date 01/4/2026 |
52 Weeks Range 47.63 - 85.14 | Updated Date 01/4/2026 | ||
Dividends yield (FY) 3.41% | Basic EPS (TTM) -3.99 |
Analyzing Revenue: Products, Geography and Growth
Revenue by Products
Product revenue - Year on Year
Revenue by Geography
Geography revenue - Year on Year
Earnings Date
Report Date - | When - | Estimate - | Actual - |
Profitability
Profit Margin -12.81% | Operating Margin (TTM) 24.58% |
Management Effectiveness
Return on Assets (TTM) 8.86% | Return on Equity (TTM) -62.84% |
Valuation
Trailing PE - | Forward PE 15.8 | Enterprise Value 14369462798 | Price to Sales(TTM) 2.67 |
Enterprise Value 14369462798 | Price to Sales(TTM) 2.67 | ||
Enterprise Value to Revenue 3.3 | Enterprise Value to EBITDA 8.76 | Shares Outstanding 140337023 | Shares Floating 139610077 |
Shares Outstanding 140337023 | Shares Floating 139610077 | ||
Percent Insiders 0.69 | Percent Institutions 92.75 |
Upturn AI SWOT
Hasbro Inc

Company Overview
History and Background
Hasbro Inc. was founded in 1923 by Hillel and Henry Hassenfeld in Providence, Rhode Island. Initially, it was a textile remnants business. The company diversified into school supplies and eventually toys in the 1930s. Key milestones include the introduction of Mr. Potato Head in 1952, the acquisition of Milton Bradley in 1984 (bringing brands like Transformers and G.I. Joe), and the acquisition of Parker Brothers in 1991 (Monopoly, Clue). Hasbro has evolved into a global leader in play, entertainment, and brand storytelling, adapting to changing consumer preferences and technological advancements.
Core Business Areas
- Consumer Products: This segment encompasses a wide range of toys and games for various age groups, including iconic brands like NERF, Play-Doh, and Monopoly. It also includes products from acquired brands and licensed properties.
- Hasbro Entertainment: This segment focuses on developing and distributing content across various media, including television, film, digital media, and live entertainment. It leverages Hasbro's extensive brand portfolio to create engaging narratives and experiences.
- Wizards of the Coast and Digital Gaming: This segment is home to Magic: The Gathering, one of the world's premier collectible card games, and Dungeons & Dragons, the iconic role-playing game. It also includes digital gaming initiatives and investments.
Leadership and Structure
Hasbro Inc. is a publicly traded company led by a Board of Directors. The executive leadership team includes the Chief Executive Officer (CEO), Chief Financial Officer (CFO), and heads of various business segments and corporate functions. The organizational structure is typically segmented by business units and geographical regions to manage its global operations.
Top Products and Market Share
Key Offerings
- Transformers: A popular toy line and entertainment franchise featuring robots that can transform into vehicles or other objects. Competitors include Mattel's Hot Wheels and other action figure brands. While specific market share for Transformers is not publicly disclosed, it is a significant revenue driver for Hasbro within the action figure and toy vehicle categories.
- NERF: A brand of foam dart blasters and sports equipment. It holds a dominant position in the blaster toy market. Competitors include X-Shot (Zuru) and other recreational toy manufacturers. NERF is a leading brand in the outdoor and active play category.
- Play-Doh: A modeling compound for children. It is a market leader in its category, with competitors like Crayola. Play-Doh is a staple in the arts and crafts and preschool toy segments.
- Magic: The Gathering: A collectible card game with a large global player base. It is a leader in the trading card game (TCG) market, with competitors like Poku00e9mon TCG (The Poku00e9mon Company) and Yu-Gi-Oh! (Konami). Revenue from this segment is substantial and growing, particularly with digital offerings.
- MONOPOLY: One of the world's most popular board games, with numerous editions and variations. Competitors in the board game market are vast and include companies like Asmodee and Ravensburger, as well as countless independent board game publishers. Monopoly remains a consistent seller in the family board game category.
Market Dynamics
Industry Overview
Hasbro operates in the global toy and game industry, a sector characterized by cyclicality, reliance on popular entertainment franchises, and evolving consumer preferences driven by digital media and interactive play. The industry is influenced by economic conditions, demographic trends, and technological innovations. The rise of digital gaming and streaming services presents both challenges and opportunities.
Positioning
Hasbro is a major player in the global toy and game industry, leveraging its strong portfolio of owned brands and licensed properties. Its competitive advantages include brand recognition, a vast distribution network, and a strong presence in both traditional and digital play. The company's strategy of transforming its brands into entertainment franchises across various media further strengthens its market position.
Total Addressable Market (TAM)
The global toy market is estimated to be worth over $100 billion. Hasbro is well-positioned to capture a significant portion of this market, particularly within its core segments of action figures, board games, preschool toys, and collectible card games. Its entertainment and digital gaming segments also tap into larger entertainment and gaming markets.
Upturn SWOT Analysis
Strengths
- Strong portfolio of iconic and well-recognized brands (e.g., Transformers, NERF, Monopoly, Magic: The Gathering)
- Global distribution network and established retail relationships
- Successful strategy of cross-platform brand storytelling (toys, TV, film, digital)
- Leadership in specific toy categories (e.g., blasters, TCGs)
- Acquisition of eOne expands content creation capabilities
Weaknesses
- Vulnerability to shifts in consumer preferences and entertainment trends
- Reliance on licensed intellectual property which can fluctuate in popularity
- Supply chain disruptions and rising manufacturing costs
- Competition from digital entertainment and gaming platforms
- Integration challenges with recent acquisitions
Opportunities
- Growth in emerging markets
- Expansion of digital gaming and direct-to-consumer channels
- Leveraging new entertainment technologies (e.g., AR, VR)
- Further development of its entertainment division into a robust content producer
- Partnerships with influencers and content creators
Threats
- Increased competition from both established players and new entrants
- Economic downturns impacting consumer spending on discretionary items
- Changes in retail landscape and decline of brick-and-mortar stores
- Intellectual property disputes and counterfeiting
- Shifting cultural attitudes towards physical toys versus digital entertainment
Competitors and Market Share
Key Competitors
- Mattel Inc. (MAT)
- The Walt Disney Company (DIS)
- LEGO Group (Private)
- Nintendo Co., Ltd. (NTDOY)
- Sony Group Corporation (SONY)
Competitive Landscape
Hasbro's competitive advantages lie in its diverse brand portfolio, strong intellectual property (IP) management, and a robust entertainment strategy. Its disadvantages include intense competition from diversified entertainment companies like Disney and toy giants like Mattel, as well as the growing influence of digital-native gaming companies. LEGO's strong brand loyalty and manufacturing prowess present a significant challenge.
Major Acquisitions
Entertainment One (eOne)
- Year: 2023
- Acquisition Price (USD millions): 4000
- Strategic Rationale: Acquired to significantly enhance Hasbro's content creation and distribution capabilities, expanding its portfolio of entertainment properties and strengthening its ability to develop brands across film, television, and animation.
Wizards of the Coast
- Year: 1999
- Acquisition Price (USD millions): 325
- Strategic Rationale: Acquired to gain a leading position in the collectible card game market with the highly successful 'Magic: The Gathering' and to strengthen its presence in the role-playing game market with 'Dungeons & Dragons'.
Growth Trajectory and Initiatives
Historical Growth: Hasbro has demonstrated historical growth through organic expansion of its core brands, strategic acquisitions (like Milton Bradley and eOne), and diversification into entertainment and digital gaming. Growth has been supported by its ability to adapt to evolving play patterns and its successful creation of entertainment tie-ins.
Future Projections: Analyst projections for Hasbro's future growth are typically tied to the performance of its key brands, the success of new product launches, and the expansion of its entertainment and digital gaming segments. Factors like global economic conditions and consumer spending are also considered. Projections vary by analyst and timeframe.
Recent Initiatives: Recent strategic initiatives include the acquisition of Entertainment One (eOne) to bolster its content creation capabilities, continued investment in its digital gaming segment (particularly Magic: The Gathering Arena and D&D digital platforms), and a focus on operational efficiencies and supply chain resilience.
Summary
Hasbro Inc. is a well-established leader in the toy and game industry, boasting a strong portfolio of iconic brands and a strategic focus on transforming them into multi-platform entertainment franchises. Its recent acquisition of eOne significantly bolsters its content creation capabilities, positioning it for future growth in entertainment. However, the company faces intense competition, evolving consumer preferences leaning towards digital entertainment, and supply chain challenges. Continued innovation in digital gaming and efficient brand monetization will be crucial for sustained success.
Similar Stocks
Sources and Disclaimers
Data Sources:
- Hasbro Inc. Investor Relations
- SEC Filings (10-K, 10-Q)
- Market Research Reports (e.g., Statista, NPD Group)
- Financial News Outlets (e.g., Wall Street Journal, Reuters)
- Industry Analysis Sites
Disclaimers:
This analysis is based on publicly available information and is for informational purposes only. It does not constitute investment advice. Financial data and market share figures are subject to change and may vary depending on the source and reporting period. All information should be verified with primary sources before making any investment decisions.
AI Summarization is directionally correct and might not be accurate.
Summarized information shown could be a few years old and not current.
Fundamental Rating based on AI could be based on old data.
AI-generated summaries may have inaccuracies (hallucinations). Please verify the information before taking action.
About Hasbro Inc
Exchange NASDAQ | Headquaters Pawtucket, RI, United States | ||
IPO Launch date 1984-12-18 | CEO & Director Mr. Christian P. Cocks | ||
Sector Consumer Cyclical | Industry Leisure | Full time employees 4985 | Website https://shop.hasbro.com/en-in |
Full time employees 4985 | Website https://shop.hasbro.com/en-in | ||
Hasbro, Inc., together with its subsidiaries, operates as a toy and game company in the United States, Europe, Canada, Mexico, Latin America, Australia, China, and Hong Kong. The company offers trading cards and collectibles, action figures, arts and crafts and creative play products, dolls, play sets, preschool toys, plush products, vehicles and toy-related specialty products, sports action products and accessories, and other consumer products; and licensed products, such as apparel, publishing products, home goods and electronics, and toy products. It also engages in the sourcing, marketing, and sale of toy and game products; and promotes its brands through the out-licensing of trademarks, characters, and other brand and intellectual property rights to third parties through the sale of branded consumer products, such as toys and apparel. In addition, the company is involved in the promotion of its brands through the development of trading cards, role-playing, and digital game experiences based on Hasbro and Wizards of the Coast games; and license certain brands to other third-party digital game developers who transform Hasbro brand-based characters and other intellectual properties, into digital gaming experiences. Further, it develops and produces of Hasbro-branded entertainment content, including film, television, children's programming, digital content, and live entertainment. The company sells its products to retailers, distributors, wholesalers, discount stores, specialty hobby stores, drug stores, mail order houses, catalog stores, department stores, and other traditional retailers, as well as ecommerce retailers under the MAGIC: THE GATHERING, Hasbro Gaming, PLAY-DOH, TRANSFORMERS, DUNGEONS & DRAGONS, PEPPA PIG, and NERF as well as LUCASFILMS' STAR WARS, BEYBLADE, Final Fantasy, The Lord of the Rings, Fallout, SPIDER-MAN, and THE AVENGERS brands. Hasbro, Inc. was founded in 1923 and is headquartered in Pawtucket, Rhode Island.

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