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Hasbro, Inc. (HAS)

合理估值
Consumer CyclicalLeisureUnited States

基本面

61

价格

$87.35

市值

$12.37B

第一部分 · 这家公司值多少

概览

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.

盈利方式

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.

分部营收

Consumer Products51.8%

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.

Wizards of the Coast and Digital Gaming46.5%

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.

Entertainment1.6%

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.

护城河

专利与许可 · 狭窄

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.

需求驱动因素

中度周期性

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.

主要风险

  • 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.

客户集中度

主要客户占营收的35%

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.

看多理由

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.

看空理由

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.

资产负债表与流动性

营收

$4.97B

最近12个月(截至2026/6/28)

净利润

$794M

最近12个月(截至2026/6/28)

自由现金流

$830M

股东权益合计

$566M

负债合计

$4.99B

流动比率

1.66

利息覆盖率

6.85

债务/EBITDA

26.45

每股收益

营收与净利润

自由现金流

收入构成

历史财务表

利润率变化

债务变化

债务负担有多重

增长一览表

增长 — 营业收入

公允价值估算

一般情形合理估值

公允价值

$108.45

当前价格

$87.35

安全边际

+19.5%

公允价值区间

$78.79 - $138.11

所用估值方法之间的离散区间,并非经过统计校准的置信区间。

估算方法

分析师目标价:$109.50
现金流折现法(DCF):$154.41
市盈率法(P/E):$76.13
格雷厄姆成长公式:$91.49
盈利能力价值(EPV):$80.27
合理市净率(P/B):$66.27
股息折现模型(戈登模型):数据不足,无法计算
P/FFO(运营资金):数据不足,无法计算
周期中段收益:$66.77
市销率法(P/S):$59.57
分析师共识:强力买入 (16B / 4H / 0S)
最近财报超预期:+11.29%

估值指标

市盈率(P/E)

15.63

ROE

-57.0%

市净率(P/B)

16.93

P/FCF

10.19

毛利率

72.4%

ROIC

21.2%

盈利能力雷达图

价值创造(经济护城河)

ROIC

21.2%

WACC

6.9%

ROIC − WACC

+14.3 pp

ROIC 超过资本成本:公司正在为股东创造价值。

基本面分析标准

通过(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

未通过(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%

不可用(2)

  • Dividend Payout NaN%
  • PEG Ratio (need PE > 0 and growth > 0)

Piotroski F-评分

5/9

信号混杂:部分领域需关注

score
criteria

盈利质量

1.62

高质量:盈利有现金流支撑

股权稀释

0.0%

正在回购股份,对股东友好

机构持股

公司治理

管理团队

姓名职位年龄
Mr. Christian P. CocksCEO & Director51
Ms. Gina GoetterCFO & COO-
Mr. Tarrant L. Sibley J.D.Executive VP, Chief Legal Officer & Corporate Secretary56
Mr. Timothy J. KilpinPresident of Toys, Licensing & Entertainment64
Mr. John HightAdvisor64
Mr. Frederick Charles Wightman IV, C.F.A.Vice President of Investor Relations-
Mr. Jason BungeChief Marketing Officer50
Ms. Holly BarbacoviExecutive VP & Chief People Officer48
Mr. Billy LagorPresident of Toys & Game-
Ms. Kim BoydPresident of Licensing & Entertainment-

审计风险

10

董事会风险

2

薪酬风险

1

股东权利风险

8

第二部分 · 价格与买入时机

这一部分不判断公司是否值得拥有:它帮助你在基本面说服你之后,选择何时买入。包含:技术分析、潜力、历史回撤、Gamma 敞口。

文件

  • 年度报告(10-K)

    对公司业务、财务业绩和风险的年度概述。

    提交日期:2026-02-25

    查看文件
  • 季度报告(10-Q)

    最近三个月财务表现的最新情况。

    提交日期:2026-07-30

    查看文件
  • 临时报告(8-K)

    关于重大事件(如管理层变动或重要公告)的通知。

    提交日期:2026-07-27

    查看文件

via SEC EDGAR

损益历史

via SEC EDGAR

Latest News

Recent headlines for HAS, sourced from Markets Gazette.

  • 5/20/2026POSITIVE
    Hasbro 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.

  • 4/23/2026POSITIVE
    Hasbro 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