Letter to the saver

Hasbro X-rayed: adult gamers and digital Monoly to sustain revenues

Toys. The US giant is aiming for a revival after years of slowdown and promises further cost savings. Tariffs and competition affect growth

by Vittorio Carlini

(Thomas Fuller / SOPA Images via Reuters)

5' min read

5' min read

On the one hand, develop more digital versions of iconic games. On the other hand, strengthen - together with the focus on well-known brands - distribution and licensing partnerships. All this with the expansion of the business towards a mature audience and direct sales (D2C). These are among the priorities of Hasbro - set out in the latest business plan 2025-2027 - to support the business.

Social Object

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Yes, the business. But what, specifically, is the business purpose of the US group? The company divides its revenues into three areas. The first - most significant by turnover (USD 522 million in the second quarter of 2025) - is Wizards & Digital Gaming. Two important brands belong to it: 'Magic: The Gathering', based on collectible cards, and 'Dungeons & Dragons', a globally popular role-playing game. Then, there are the other digitally developed products. The second area is the so-called Consumer Products (442 million in revenue). This includes historical and consumer brands such as: Transformers, Nerf, Play-Doh, My Little Pony and Monopoly. In addition: this is the division that manages physical production, overall distribution and retail channels. Finally, the third area: Entertainment (16 million turnover). This one, much reduced after the sale of eOne, focuses on licensing brands for cinema, TV and streaming, enhancing the group's various intellectual properties (e.g. Transformers to Peppa Pig) through agreements with third-party partners.

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TRIMESTRI A CONFRONTO

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Digitisation

Well, a first priority - precisely - is to focus more on the online development of several of the games in Hasbro's catalogue. A few examples? Monopoly Go!, a mobile/social version of the well-known board 'disfida' between real estate investors, which has been quite successful. Although developed with external partners, this solution contributed 44 million in revenue in Q2 2025. Not only that. The central role of Wizard of the Coast precisely in the contamination of analogue with the Internet should be mentioned - though not today. Thus, as early as 2019-2019, the 'Magic: the gatering arena' platform was launched, which is the digital version of the card game, initially for PCs and later landing on smartphones. In general, the convergence of physical and digital is a key strategy. Hasbro can either develop the online version of the analogue game in-house (as in the case of the main version of 'Magic: the Gatering') or license its board games to game developers (e.g. with Monopoly go!). In the first hypothesis, the company assumes all the costs, and dangers, of developing and promoting the game but - in fact - collects all the revenues related to it. In the second, on the other hand, the company does not assume the business risk and makes the agreed royalties its own. In any case, the multinational toy company - in addition to revenues - increases the player base, creating more and more links with the player communities.

RICAVI E DIVISIONI

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Focus on iconic products and partnerships

But it is not only digitisation. Another focus is on strengthening the leverage of partnerships. That is: the group - by concentrating operations on the franchises with the greatest return (from Transformers to Monopoly) - aims to give licensees or third parties in partnership the products with the least appeal. This is an approach which, on the one hand, wants to focus the company's business on specific and determined toys; and which, on the other hand, attempts to reduce the economic commitment where the return on investment is low or uncertain.

Yes, the return on investment. It is precisely the latter that is at the basis of a marked change that the company has implemented in recent years. Historically, licensing - understood as both the use of one's own brands by third parties and the use of others' IP in one's own toys - has always been at the heart of the company's strategy. So much so that, in 2019, Hasbro had taken an important step: the shopping of the film and TV production studio EntertainmentOne (eOne) in order to produce in-house films, TV series, cartoons based on its own or other brands. However, the high costs and risks associated with the media world did not allow for the correct return on investment. Consequently, in 2023, Hasbro got rid of (or rather, sold off) eOne. The purpose? Again: to concentrate on the core business (producing films is quite different from making games) and to give more weight to agreements with third parties to carry out activities such as making a TV series.

Online sales and 'kidults'

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Finally: Direct to consumer (D2c) and e-commerce. This is a further focus - also indicated in the group's 2025-2027 business plan - directed - among other things - towards the phenomenon of 'Kidults'. That is to say: players who are not children but older people (over 13 years old). On this front, the group - for example - owns the HasbroPulse platform. A webpage through which it sells exclusive product editions directly to the user. Not only that. On the site, it is possible to carry out crowdfunding aimed at financing the production of action figures. That is: collectible toys in limited numbers, built based on stories (often films and TV series) that narrate the exploits of (more or less) well-known heroes.

RICAVI E REDDITIVITÀ

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Accounts and write-downs

All as easy as playing with a toy, then? The reality, of course, is more complicated and to realise this based on a look at the dynamics of the accounts. In the second quarter of 2025, Hasbro reported figures showing that the company is still struggling with its relaunch plan. Revenues dropped slightly (-1% compared to the same period in 2024), settling at USD 981 million. On the profitability front, however, a distinction must be made between GAAP and non-GAAP numbers. The former - as is well known - are those defined through the strict and official accounting criteria used in the USA. In this case, Hasbro reported an operating loss of 798 million. If, on the other hand, reference is made to the non-GAAP accounts (a 'cleaned-up' version that excludes certain non-recurring expenses to highlight the 'core' performance of the business), the operating profit is 247 million. Why such a difference? The answer can be found by analysing the numbers of the individual divisions. While Wizard of The Coast & Digital gaming and Entertainment reported results in the black, Consumer products were in the red by one billion dollars. This is - essentially - the effect of accounting write-downs. The company revised downwards the value of goodwill and intangible assets related to its traditional brands. The move was made because expectations of future profits from the toy business no longer justified the previous book value. From the slowdown in sales (-16% in the last quarter) to margins squeezed by tariffs and production costs to tough competition (Mattel and Lego). These are elements that have led the group to assume that the division's growth is lower than the goodwill previously accounted for. More. Restructuring charges and extraordinary costs to rationalise the supply chain and product portfolio further burdened margins. Hence the red in the Cosumer products area, which, inevitably, also unfolded its effects at the consolidated level.

IL MAGAZZINO

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Tariffs effect

That established business is also affected by the impact of tariffs. Major US retailers delayed foreign orders to avoid higher costs due to tariffs, a pause which undermined sales in the second quarter. On closer inspection, the behaviour slowed inventory turnover and shifted reorders into the third season, highlighting the fragility of the supply chain under the pressure of tariffs. Hasbro fears that the latter could, in 2025, cost up to $180 million (although more pessimistic estimates speak of $300 million). In the face of this, the group is running for cover. Above all, it wants to limit the dependence of game production on China (responsible for almost half of the volumes). With this in mind, a push is underway towards markets such as Vietnam, India and Mexico, with the aim of dropping below 40 per cent of the toys made in the former middle kingdom by 2026.

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