Letter to savers

Hasbro under the microscope: adult gamers and Monoly Digital to boost revenue

Toys. After years of slow growth, the US giant is aiming for a revival and promising further cost savings. Tariffs and competition are affecting growth

(Thomas Fuller / SOPA Images via Reuters)

6' min read

Translated by AI
Versione italiana

6' min read

Translated by AI
Versione italiana

On the one hand, to further develop digital versions of iconic games. On the other, to strengthen – alongside a focus on the best-known brands – distribution and licensing partnerships. All this whilst expanding the business to target a mature audience and through direct-to-consumer (D2C) sales. These are among the priorities of Hasbro – as set out in the latest 2025–2027 business plan – to support the business.

Corporate purpose

Yes, its business. But what, specifically, is the US group’s corporate purpose? The company divides its revenue into three areas. The first – the most significant in terms of turnover (522 million dollars in the second quarter of 2025) – is Wizards & Digital Gaming. This division is home to two major brands: ‘Magic: The Gathering’, based on collectable cards, and ‘Dungeons & Dragons’, a role-playing game with a huge global following. Then there are the other digitally developed products. The second area, on the other hand, is the so-called Consumer Products ($442 million in revenue). This division encompasses long-established, mass-market brands such as: Transformers, Nerf, Play-Doh, My Little Pony and Monopoly. Furthermore, it is the division responsible for physical production, overall distribution and retail channels. Finally, the third area: Entertainment (turnover of 16 million). This division, which has been significantly reduced following the sale of eOne, focuses on brand licensing for cinema, TV and streaming, leveraging the group’s various intellectual properties (such as Transformers and Peppa Pig) through agreements with third-party partners.

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TRIMESTRI A CONFRONTO

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Digitalisation

Well, one of the top priorities – as it happens – is to focus more on the online development of several games from Hasbro’s catalogue. A few examples? Monopoly Go!, the mobile/social version of the well-known board game ‘battle’ between property investors, which has enjoyed considerable success. Although developed with external partners, this solution contributed 44 million in revenue in the second quarter of 2025. But that’s not all. It is worth noting – even if this is not a recent development – the central role played by Wizards of the Coast in bridging the gap between analogue games and the internet. Thus, as early as 2019–2019, the ‘Magic: The Gathering Arena’ platform was launched – the digital version of the card game, initially for PCs and later released on smartphones. In general, the convergence of physical and digital elements 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 Gathering’) or licence its board games to video game developers (for example, with ‘Monopoly Go!’). In the first scenario, the company bears all the costs – and risks – of developing and promoting the game but, in effect, reaps all the revenue generated by it. In the second, however, it does not assume the business risk and simply collects the agreed royalties. In either case, the toy multinational – in addition to generating revenue – expands its player base, forging ever-stronger ties with the relevant communities.

RICAVI E DIVISIONI

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Focus on iconic products and partnerships

But it is not just about digitalisation. Another focus is on strengthening the role of partnerships. In other words: by concentrating its operations on franchises with the highest returns (from Transformers to Monopoly), the group aims to pass on the less appealing products to licensees or third-party partners. This is an approach which, on the one hand, seeks to focus the company’s activities on specific, well-defined toys; and, on the other, attempts to reduce financial commitment where the return on investment is low or uncertain.

Yes, return on investment. It is precisely this that lies at the heart of a marked change the company has implemented in recent years. Historically, licensing – understood both as the use of its own brands by third parties and as the use of other companies’ IP in its own toys – has always been at the centre of the company’s strategy. So much so that, in 2019, Hasbro took a significant step: the acquisition of the film and television production studio EntertainmentOne (eOne) with a view to producing films, TV series and cartoons based on its own or other brands in-house. However, the high costs and risks associated with the media industry meant that the required return on investment was not achieved. Consequently, in 2023, Hasbro divested itself of (or rather, sold off) eOne. The aim? Once again: to focus on its core business (producing films, which is quite different from making toys) and to place greater emphasis on partnerships with third parties to carry out activities such as, precisely, the production of a TV series.

Online sales and ‘kidults’

Finally: Direct-to-Consumer (D2C) and e-commerce. This is a further focus – also outlined in the 2025–2027 business plan – for the group, aimed, amongst other things, at the ‘Kidults’ phenomenon. That is to say: players who are not children but older individuals (over the age of 13). In this regard, the group – for example – owns the HasbroPulse platform. This is a website through which it sells exclusive editions of its products directly to consumers. But that’s not all. The site also allows users to set up crowdfunding campaigns to finance the production of action figures. In other words: limited-edition collectable toys, based on stories (often films and TV series) that recount the exploits of (more or less) well-known heroes.

RICAVI E REDDITIVITÀ

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Accounts and write-downs

So, is it all as easy as playing with a toy, then? The reality, of course, is more complicated, and to realise this, it’s worth taking a look at the financial figures. In the second quarter of 2025, Hasbro reported figures showing that the company is still grappling with its turnaround plan. Revenue fell slightly (-1% compared with the same period in 2024), settling at $981 million. When it comes to profitability, however, a distinction must be made between GAAP and non-GAAP figures. The former – as is well known – are defined by the strict, official accounting standards used in the US. In this case, Hasbro reported an operating loss of $798 million. If, however, we look at the non-GAAP figures (a ‘cleaned-up’ version that excludes certain non-recurring expenses to highlight the ‘core’ performance of the business), the operating profit stands at $247 million. Why such a difference? The answer lies in analysing the figures for the individual divisions. Whilst Wizard of the Coast & Digital Gaming and Entertainment reported profits, the Consumer Products division posted a loss of one billion dollars. This is – essentially – the result of accounting write-downs. The company has written down the value of goodwill and intangible assets linked to its traditional brands. This move was made because the expected future profits from the toys business no longer justify the previous book value. From the slowdown in sales (-16% in the last quarter) to margins squeezed by tariffs and production costs, right through to fierce competition (from Mattel and Lego). These factors have led the group to forecast growth for the division that is lower than the goodwill previously recognised. What’s more. Restructuring charges and one-off costs to streamline the supply chain and product portfolio have further eroded margins. Hence the loss in the Consumer Products division, which, inevitably, has also had an impact at the consolidated level.

IL MAGAZZINO

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Impact of tariffs

This well-established business has also been affected by the impact of tariffs. Major US retailers have delayed overseas orders to avoid higher costs resulting from tariffs, a pause which has hampered sales in the second quarter in particular. On closer inspection, this behaviour has slowed down stock turnover and shifted reorders into the third quarter, highlighting the fragility of the supply chain under the pressure of tariffs. Hasbro fears that these tariffs could cost up to $180 million in 2025 (although more pessimistic estimates put the figure at $300 million). In light of this, the group is taking remedial action. Above all, it wants to reduce the dependence of its toy production on China (which accounts for almost half of its output). To this end, it is pushing into markets such as Vietnam, India and Mexico, with the aim of reducing the proportion of toys manufactured in China to below 40 per cent by 2026.

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