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Hasbro, Inc.

ToysFounded 1923
Reviewed by Swet Parvadiya
Company data updated: October 2026
Independent Editorial Analysis
6 historical events · Editorial analysis

Hasbro Company Profile: Revenue, Business Model & Strategy

Research depth: 6 milestones · 10 FAQs

Hasbro is a toy, game, and entertainment company founded in 1923. It reported $4.701B in FY2025 net revenues, with growth led by Wizards of the Coast and Digital Gaming, but a $322.4M net loss after impairment.

How Hasbro makes money: Hasbro makes money in three reported segments. Wizards of the Coast and Digital Gaming (about $2.19B in FY2025, roughly 47% of revenue) sells Magic: The Gathering cards, Dungeons & Dragons books and D&D Beyond…

Annual Revenue (FY2025)$4.7B
Employees4,520
CEOChris Cocks
Founded1923
IndustryToys
By Swet ParvadiyaLast reviewed:

Hasbro, Inc. key figures

Hasbro, Inc. had revenue of $4.7B for fiscal year 2025, up 13.7% from FY2024. Net loss was $322.4M, a net margin of -6.9%.

Source: HASBRO, INC. annual report (Form 10-K, SEC EDGAR, filed 2026-02-25) · Last reviewed September 2026

Revenue growth, FY2016 to FY2025
-0.7% a year
Compound annual rate, $5B to $4.7B
Peak revenue year
FY2021
$6.4B; the latest reported year is 26.8% below the peak
Revenue per employee
$1M
FY2025 revenue divided by 4,520 employees; headcount may use another date
Current chief executive
Chris Cocks
In the role since 2022 (4 years)
Documented transactions
5
Between 1984 and 2019
Founded
1923
103 years ago
Where was Hasbro founded?
Hasbro was founded in Providence, United States in 1923. wikidata.org
When did Hasbro start?
Hasbro was founded in 1923.
Who founded Hasbro?
Hasbro was founded by Henry Hassenfeld, Herman Hassenfeld and Hillel Hassenfeld.
How old is Hasbro?
Hasbro is 103 years old as of 2026.
In-Depth Analysis
351 words · 2 min read

How Hasbro Makes Money

Hasbro's business model combines physical toys, tabletop games, collectible cards, digital games, licensing, and entertainment. Wizards of the Coast generates high-value gaming and digital revenue, while Consumer Products monetizes brands through toys, board games, licensed products, retail partnerships, and global distribution.

  • Wizards of the Coast and Digital Gaming: Magic: The Gathering, Dungeons & Dragons, digital games, subscriptions, and licensing partnerships.
  • Consumer Products: Physical toys, games, licensed products, partner brands, and retail distribution.
  • Licensing and Entertainment: Royalties, digital licensing, entertainment content, and branded experiences.

Hasbro History

The company began as Hassenfeld Brothers in 1923, selling textile remnants before moving into school supplies and toys. Mr. Potato Head, G.I. Joe, Transformers, and later Wizards of the Coast turned Hasbro into a brand-driven play company.

  • 1923 - Hassenfeld Brothers Founded: Henry, Herman, and Hillel Hassenfeld start the company that becomes Hasbro.
  • 1952 - Mr. Potato Head Launches: Hasbro launches one of its defining early toy brands.
  • 1964 - G.I. Joe Debuts: G.I. Joe helps establish the action figure category.
  • 1999 - Wizards of the Coast Acquired: Hasbro acquires Wizards of the Coast, adding Magic: The Gathering and Dungeons & Dragons.
  • 2023 - eOne Sale to Lionsgate: Hasbro sells much of eOne's film and TV business and refocuses on games, toys, licensing, and select entertainment.
  • 2025 - FY2025 Wizards-Led Revenue Growth: Hasbro reports $4.701B in FY2025 net revenues, with Wizards of the Coast and Digital Gaming driving most of the growth.

Strategy and Risks

Hasbro competes with Mattel, Lego, Spin Master, video games, streaming entertainment, and digital platforms. Its strongest position is where brands create communities, repeat purchases, licensing revenue, and cross-media opportunities.

The outlook depends on Wizards of the Coast momentum, Magic releases, Dungeons & Dragons engagement, toy innovation, licensing, cost savings, tariff management, and whether Hasbro can execute its Boston move and operational excellence program without distracting the business.

Hasbro, Inc. Key Facts

CompanyHasbro, Inc.
Annual revenue change+13.7% (FY2024–FY2025)
Financials$4.7B (FY2025, last reviewed October 2026)
Market Cap$12.6B
FY2025 net incomeloss $322.4M
Last reviewedBy Swet Parvadiya, Founder & Editor - September 2026
Founded1923
Founder(s)Henry Hassenfeld, Herman Hassenfeld, Hillel Hassenfeld
CEOChris Cocks
HeadquartersPawtucket, Rhode Island
IndustryToys
Employees4,520+

Hasbro Company Profile: Revenue, Business Model & Strategy

"Hasbro's current story is about choosing what kind of play company it wants to be: a traditional toy maker, a gaming platform, a licensing engine, or a disciplined mix of all three."

Hasbro is a toy, game, and entertainment company founded in 1923. It reported $4.701B in FY2025 net revenues, with growth led by Wizards of the Coast and Digital Gaming, but a $322.4M net loss after impairment.

Revenue

$4.7B

Founded

1923

Recorded annual revenue change

Hasbro, Inc. had $4.1B of annual revenue in FY2024 and $4.7B in FY2025. Revenue rose 13.7% between those fiscal years.

Source for FY2025

Explore Hasbro In Depth

Detailed research across every dimension of Hasbro — history, financials, leadership, and strategy.

CorpDigest Research Desk

Research Profile

Our analysts compile business strategy profiles from public financial filings, press releases, and analyst reports. Each profile is reviewed for accuracy before publication by our editorial desk and updated on a rolling basis.

Sources & References

Financial data on this page is sourced from SEC EDGAR filings, official earnings releases, and verified press statements. Revenue figures are reviewed and updated periodically. Read our full data methodology ->

Editorial Methodology

Company Research

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1. Primary Sources

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2. Expert Curation

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3. Multi-Pass Audit

Technical checks flag inconsistent figures and missing links. Editorial review of the underlying source remains necessary for claims those checks cannot verify.

Swet Parvadiya
SEC filings & public records methodology
Sourced from public financial records

Frequently Asked Questions About Hasbro

How does Hasbro make money?

Hasbro earns most of its profit from Wizards of the Coast and Digital Gaming (Magic: The Gathering, Dungeons & Dragons, digital game royalties), which generated about $2.19B in FY2025. Consumer Products, which sells toys and board games to retailers, generated about $2.48B. Total FY2025 revenue was $4.70B.

Who owns Hasbro?

Hasbro is publicly traded on Nasdaq under the ticker HAS, so it is owned by its shareholders, mostly institutional investors such as index fund managers. No single owner controls the company.

Who is the CEO of Hasbro?

Chris Cocks has been Hasbro's CEO since February 2022. He previously ran Wizards of the Coast and before that worked at Microsoft on Xbox.

Who are Hasbro's main competitors?

Hasbro competes with Mattel, Lego, Spin Master, Bandai Namco and Jakks Pacific in toys, with The Pokemon Company and Konami in trading card games, and with video game publishers for players' time and spending.

What was Hasbro's revenue in 2025?

Hasbro reported FY2025 net revenue of $4.70B, up 13.7% from $4.14B in 2024, with a GAAP net loss of $322.4M after a $1.022B goodwill impairment and record adjusted operating profit of $1.14B.

What is Hasbro, Inc. and what global play and entertainment brands does it operate?

Hasbro, Inc. (NASDAQ: HAS) is an American multinational toy, board game, and digital entertainment conglomerate headquartered in Pawtucket, Rhode Island. Founded in 1923, Hasbro is one of the world's largest play and entertainment companies, owning well-known franchise brands including Magic: The Gathering, Dungeons & Dragons, Monopoly, Nerf, Transformers, Play-Doh, Peppa Pig, My Little Pony, and G.I. Joe.

How does Hasbro structure its primary operational business segments?

Hasbro operates through two core business segments: Wizards of the Coast and Digital Gaming (encompassing tabletop and digital card gaming like Magic: The Gathering, tabletop RPG Dungeons & Dragons, and video game licensing like Monopoly GO! and Baldur's Gate 3) and Consumer Products (encompassing classic toys, action figures, board games, outdoor play, and licensed entertainment merchandise).

Where is Hasbro headquartered and where are its principal creative design studios located?

Hasbro is headquartered in Pawtucket, Rhode Island. Major creative design, digital game development, and entertainment hubs are located in Renton, Washington (Wizards of the Coast), Burbank, California, Montreal, Canada, London, United Kingdom, and Hong Kong.

Who serves as the Chief Executive Officer of Hasbro, Inc.?

Chris Cocks serves as the Chief Executive Officer of Hasbro, having led the enterprise since February 2022. Cocks previously served as President of Wizards of the Coast, where he more than doubled the gaming division's revenues through digital gaming expansions like Magic: The Gathering Arena.

What was the monumental commercial success of the Monopoly GO! mobile game licensing deal?

Monopoly Go!, published by Scopely under license, became one of the top-grossing mobile games after its 2023 launch. Hasbro earns royalties on it without bearing publishing costs; the game contributed about $44M to the Wizards and Digital Gaming segment in Q2 2026.

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Content is for informational purposes only. Not financial advice. Data sourced from SEC filings, annual reports, and public records. See our full disclaimer and methodology.