Hasbro, Inc. (HAS)
適正価値ファンダメンタル
61
株価
$87.27
時価総額
$12.37B
パート1 · 企業の価値
概要
Hasbro is a US toy and games company built around owned intellectual property. It runs three reportable segments: Wizards of the Coast and Digital Gaming (the trading card game MAGIC: THE GATHERING, DUNGEONS & DRAGONS, and digital games built on its brands), Consumer Products (physical toys and games such as TRANSFORMERS, NERF, PLAY-DOH, PEPPA PIG and MONOPOLY, sold through retailers, e-commerce and its own direct channels), and Entertainment, a small residual film and TV business after the sale of the eOne studio operations. In fiscal 2025, ended 28 December 2025, net revenues were $4,701.3 million, up 13.7% from $4,135.5 million in 2024, with essentially all of the growth coming from the Wizards segment.
収益の仕組み
Money arrives three ways. First, direct product sales: cards, board games and toys sold to retailers and distributors, plus a smaller direct-to-consumer channel (Hasbro PULSE, Secret Lair). Second, royalties: Hasbro licenses its brands to third parties who make consumer products, mobile games and location-based experiences and pays it a percentage — MONOPOLY GO!, developed by Scopely, contributed $168.0 million of revenue in 2025 against $112.2 million in 2024. Third, entertainment revenues from film and television content. The licensing side carries very little cost, which is why the Wizards and Digital Gaming segment earned a 46.0% operating margin in 2025 while accounting for less than half of revenue. Going the other way, Hasbro also pays royalties out: a growing share of MAGIC sales comes from 'Universes Beyond' sets that use other owners' IP, such as Final Fantasy, Marvel's Spider-Man and Avatar: The Last Airbender.
セグメント別売上高
Physical toys and games — TRANSFORMERS, NERF, PLAY-DOH, PEPPA PIG, MONOPOLY and licensed lines — designed, sourced and sold to mass retailers, distributors and e-commerce platforms worldwide, plus a direct-to-consumer channel. Net revenues were $2,437.6 million in 2025, down 4.2% year on year.
Tabletop gaming (MAGIC: THE GATHERING and DUNGEONS & DRAGONS cards, sets and books sold to hobby stores, mass retail and direct channels) plus digital and licensed gaming (own video games and royalties from partners such as Scopely's MONOPOLY GO!). Net revenues were $2,186.9 million in 2025, up 44.7%, of which $1,686.6 million tabletop and $500.3 million digital and licensed gaming.
The residual film and television business after the sale of the eOne studio operations: content production and distribution built around Hasbro's own brands. Net revenues were $76.8 million in 2025, down 4% from $80.3 million.
競争優位性(moat)
特許・ライセンス · 狭いThe durable asset is the intellectual property itself. MAGIC: THE GATHERING and DUNGEONS & DRAGONS are decades old, and their value is reinforced by a rule system, a card back-catalogue and an organised-play community that a competitor cannot replicate by copying the product: a player's existing collection and playgroup make switching costly. That protection is real for the games side but does not extend evenly across the company — the toy lines compete in a crowded, price-driven market where shelf space is decided by retailers, and Hasbro's own risk factors name shifting consumer preferences, low barriers to entry in some categories and AI-enabled competitors. The filing does not itself use the language of a competitive moat; this reading is drawn from the business description.
需要を左右する要因
中程度の景気循環性Toys and games are discretionary purchases, so Consumer Products follows household spending and retailer inventory decisions: it fell 4.2% in 2025 on industry trends and tariffs, with North America down 4.8% while Europe rose 8.9%. Demand is also heavily seasonal, about 60% of 2025 revenue landing in the second half. The Wizards side behaves differently: it is driven by the release calendar — which sets ship in which quarter, and how well they are received — more than by the economy, and it grew 44.7% in the same year the toy business shrank. That mix makes the group less cyclical than a pure toy company but more release-dependent, and it means a single strong or weak set can move the whole year.
主なリスク
- Concentration of the customer base — Hasbro discloses that its business depends on a small number of very large retail customers, and that the loss of one, a reduction in its orders, or its financial difficulty would hurt results. In 2025 the top five customers were about 35% of consolidated net revenues.
- Tariffs and reliance on third-party manufacturers, particularly in China — The company lists the imposition of tariffs and reciprocal tariffs among its operational risks, alongside its dependence on third-party manufacturers concentrated in China. Management attributed part of the 2025 decline in North American Consumer Products revenue to tariff impacts and broader industry trends.
- Shifting consumer preferences and competition — Hasbro warns that it must anticipate changes in what children and collectors want, in a market with competitive barriers it may not overcome and with competition now including products built with artificial intelligence. Failure to develop and ship the right products on time is listed as a separate operational risk.
- Dependence on digital games and licensed material — The risk factors cover the development and commercialisation of digital games, the profitability of material licensed in from other IP owners, and the performance of licensees who pay Hasbro royalties — a partner's game underperforming reduces revenue Hasbro does not control directly.
- Seasonality — Hasbro lists seasonal fluctuation among its financial risks: roughly 60% of 2025 full-year revenue came in the second half (about 30% in each of the third and fourth quarters), against 58% in 2024, because the consumer products business is concentrated in the run-up to the holiday selling season. A weak holiday quarter is hard to make up.
- Goodwill and intangible impairment, and indebtedness — Among financial risks the company names possible impairment of goodwill and intangible assets, the limitations its debt places on the business, constraints on raising external borrowing, foreign currency movements and a variable effective tax rate.
顧客集中度
主要顧客が売上高の35%を占める
In 2025 the top five customers accounted for approximately 35% of consolidated global net revenues. Amazon.com and Walmart together were 20%, Amazon at 11% and Walmart at 9%. Hasbro treats this concentration as a disclosed risk: losing one of these accounts, or facing a cut in their orders, would be material.
強気材料
Buyers argue that Hasbro has quietly become a games company with a toy business attached. Wizards of the Coast and Digital Gaming grew 44.7% to $2,186.9 million in 2025 at a 46.0% operating margin, with MAGIC: THE GATHERING tabletop revenue up 62.2% behind Universes Beyond sets, and the licensing model — MONOPOLY GO! alone contributed $168.0 million with almost no capital employed — turns owned IP into cash without factories or inventory. They point out that this growth came while the toy segment was shrinking, so the group's mix is shifting towards the higher-margin half of the business on its own.
弱気材料
Sellers fear that the 2025 number rests on one product cycle. Nearly all the growth came from MAGIC sets tied to borrowed intellectual property — Final Fantasy, Spider-Man, Avatar — which means royalties paid out, a release calendar that has to be matched again next year, and the risk of flooding a collector base that also has to absorb the backlist. Meanwhile the larger half of the company is going backwards: Consumer Products fell 4.2% in 2025, exposed to tariffs, to manufacturing concentrated in China, and to five retail customers who are about 35% of revenue. They also note the financial risks Hasbro lists itself — possible goodwill and intangible impairment, and the constraints its debt places on the business.
Generated on 2026年9月18日 with claude-haiku-4-5 — shared with all users
Direct competitors
Who this company fights with for the same customers
No editorial profile for this company yet
No competitor list for this company yet.
貸借対照表と流動性
売上高
$4.97B
直近12か月(2026/6/28まで)
純利益
$794M
直近12か月(2026/6/28まで)
フリーキャッシュフロー
$830M
自己資本合計
$566M
負債合計
$4.99B
流動比率
1.66
利払い倍率
6.85
負債/EBITDA
26.45
一株当たり利益(EPS)
売上高と純利益
フリーキャッシュフロー
収益内訳
財務推移表
利益率の推移
負債の推移
負債の重さ
成長率グリッド
成長率 — 売上高
適正価値の推定
適正価値
$108.45
現在株価
$87.27
安全マージン
+19.5%
適正価値レンジ
$78.79 - $138.11
使用した評価手法間のばらつきであり、統計的に較正された信頼区間ではありません。
推定方法
バリュエーション指標
P/E レシオ
15.63
ROE
-57.0%
P/B レシオ
16.93
P/FCF
10.19
粗利益率
72.4%
ROIC
21.2%
収益性レーダー
価値創造(経済的モート)
ROIC
21.2%
WACC
6.9%
ROIC − WACC
+14.3 pp
ROICが資本コストを上回っています。企業は株主のために価値を創出しています。
ファンダメンタル分析基準
合格(16)
- ROIC 21.2%
- Gross Margin 72.4%
- P/FCF 10.19
- Operating Margin 23.4%
- Positive Free Cash Flow
- CapEx intensity
- Current Ratio
- Interest Coverage
- Return on Tangible Assets
- ROE 138.2%
- Analyst Consensus 80% Buy
- Earnings Surprise avg 24.5%
- Earnings Quality (OCF/NI) 1.62
- Share Dilution -0.0%
- Net Margin Trend 16.0% vs -13.4%
- Piotroski F-Score 5/9
不合格(9)
- EPS shows upward trend
- Price CAGR 1.07%
- P/B Ratio 16.93
- Debt/Equity ratio
- Debt/EBITDA
- Low reliance on intangibles
- Price below Graham Number
- DCF valuation (Overvalued)
- Revenue Growth 5Y -3.0%
データなし(2)
- Dividend Payout NaN%
- PEG Ratio (need PE > 0 and growth > 0)
Piotroski F-スコア
まちまちのシグナル:一部の領域に注意が必要
利益の質
高品質:利益はキャッシュに裏付けられている
株式希薄化
株式を買い戻している。株主に友好的
機関投資家の保有
ガバナンス
経営陣
| 氏名 | 役職 | 年齢 |
|---|---|---|
| Mr. Christian P. Cocks | CEO & Director | 51 |
| Ms. Gina Goetter | CFO & COO | - |
| Mr. Tarrant L. Sibley J.D. | Executive VP, Chief Legal Officer & Corporate Secretary | 56 |
| Mr. Timothy J. Kilpin | President of Toys, Licensing & Entertainment | 64 |
| Mr. John Hight | Advisor | 64 |
| Mr. Frederick Charles Wightman IV, C.F.A. | Vice President of Investor Relations | - |
| Mr. Jason Bunge | Chief Marketing Officer | 50 |
| Ms. Holly Barbacovi | Executive VP & Chief People Officer | 48 |
| Mr. Billy Lagor | President of Toys & Game | - |
| Ms. Kim Boyd | President of Licensing & Entertainment | - |
監査リスク
10
取締役会リスク
2
報酬リスク
1
株主権利リスク
8
パート2 · 株価と買い時
この部分は企業に価値があるかを判断するものではありません。ファンダメンタルズに納得したうえで、いつ買うかを選ぶためのものです。内容:テクニカル分析、ポテンシャル、過去のドローダウン、ガンマエクスポージャー。
業績推移
via SEC EDGAR
Latest News
Recent headlines for HAS, sourced from Markets Gazette.
- 5/20/2026POSITIVEHasbro Says Magic's Monster Growth Was 'No Fluke'
Hasbro Inc. reported a significant 26% surge in its Wizards & Digital Gaming segment revenue for Q1, primarily fueled by the exceptional performance of its Magic: The Gathering franchise. This robust growth, described by the company as 'no fluke,' indicates sustained momentum and strong consumer engagement. For investors, this highlights Hasbro's successful diversification into digital gaming and the enduring appeal of its core intellectual properties, suggesting potential for continued revenue expansion and market share gains in this segment.
- 4/23/2026POSITIVEHasbro Preliminary Sales Beat Estimates, Buoyed by ‘Magic’
Hasbro Inc. has announced preliminary revenue figures that surpassed analyst expectations, with the fantasy card game 'Magic: The Gathering' being a significant driver of this performance. While the positive sales trend is encouraging for investors, the company stated it cannot provide complete quarterly results due to an ongoing cybersecurity incident. This situation introduces uncertainty regarding the full financial picture and potential impacts of the breach, even as the core business shows resilience.
via Markets Gazette