Hasbro Inc
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Hasbro Inc
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Hasbro Inc
Hasbro is a toy and game company that designs, markets, and sells branded play products for children, families, and hobby fans. Its lineup includes toys, dolls, action figures, board games, and trading card games tied to well-known brands such as Monopoly, Nerf, Play-Doh, and Dungeons & Dragons. It also works with entertainment partners to turn characters and stories from movies, TV, and digital media into physical products. The company makes money by selling these products to retailers, wholesalers, and direct-to-consumer channels, and by licensing some of its brands to other companies. It also earns from game publishing and from products connected to its own intellectual property, where the brand name is often the main reason customers buy. For investors, Hasbro is less like a factory that sells generic toys and more like a brand owner that turns character franchises and game properties into repeatable consumer products. Its business depends on keeping classic brands fresh and relevant across age groups and formats. That gives Hasbro a role in the value chain as a designer and owner of entertainment-driven consumer brands, not just a maker of plastic goods. The company’s strength comes from owning recognizable names that can be reused in toys, games, licensing, and media tie-ins over many years.
Hasbro is a toy and game company that designs, markets, and sells branded play products for children, families, and hobby fans. Its lineup includes toys, dolls, action figures, board games, and trading card games tied to well-known brands such as Monopoly, Nerf, Play-Doh, and Dungeons & Dragons. It also works with entertainment partners to turn characters and stories from movies, TV, and digital media into physical products.
The company makes money by selling these products to retailers, wholesalers, and direct-to-consumer channels, and by licensing some of its brands to other companies. It also earns from game publishing and from products connected to its own intellectual property, where the brand name is often the main reason customers buy. For investors, Hasbro is less like a factory that sells generic toys and more like a brand owner that turns character franchises and game properties into repeatable consumer products.
Its business depends on keeping classic brands fresh and relevant across age groups and formats. That gives Hasbro a role in the value chain as a designer and owner of entertainment-driven consumer brands, not just a maker of plastic goods. The company’s strength comes from owning recognizable names that can be reused in toys, games, licensing, and media tie-ins over many years.
Strong quarter: Hasbro reported Q2 revenue of $1.14 billion, up 16% year over year, with adjusted operating profit of $282 million and adjusted EPS of $1.28.
Magic momentum: Wizards revenue rose 27% to $664 million, driven by Magic up 32%, as Marvel Super Heroes became the fastest set to reach $300 million in revenue and reorders remained strong.
Guidance raised: Full-year revenue growth outlook was lifted to 5% to 7% on a constant-currency basis, with adjusted operating margin now expected at 25% to 26% and adjusted EBITDA at $1.45 billion to $1.5 billion.
Digital reset: Hasbro canceled several games planned for 2028 and beyond and took a $56 million non-cash write-down, while narrowing digital investment toward trading card games, role-playing games and partner-led projects.
Capital returns: Cash flow stayed strong, debt was reduced by $147 million in the first half, and the share repurchase target for the year was increased from $100 million to at least $200 million.