Leisure Industry | Consumer Cyclical Sector | Mr. Christian P. Cocks CEO | NASDAQ (NGS) Exchange | US4180561072 ISIN |
United States Country | 5,502 Employees | 4 Dec 2024 Last Dividend | 16 Mar 1999 Last Split | 18 Dec 1984 IPO Date |
Hasbro, Inc., a prominent toy and game company, operates internationally across various regions including the United States, Europe, Canada, Mexico, Latin America, Australia, China, and Hong Kong. Founded in 1923 and headquartered in Pawtucket, Rhode Island, Hasbro's business encompasses a range of activities across Consumer Products; Wizards of the Coast and Digital Gaming; Entertainment; and Corporate and Other segments. The company's operations are diverse, ranging from the sourcing, marketing, and sale of toy and game products to the development, production, and distribution of entertainment content. This multifaceted approach allows Hasbro to engage customers on several fronts, from traditional toy products to digital gaming and entertainment content, leveraging popular in-house brands as well as licensed properties to maintain its stake in the competitive market.
This segment is dedicated to the sourcing, marketing, and sale of Hasbro's extensive range of toy and game products. It includes a wide variety of offerings such as action figures, arts and crafts, dolls, preschool toys, sports action blasters, and games. Moreover, this segment capitalizes on the company's strong brand portfolio by licensing its trademarks and intellectual properties to third parties for a range of branded consumer products, including apparel, publishing, and home goods.
Hasbro extends its brand reach through this segment by promoting digital gaming experiences. This includes the development of trading cards, role-playing games, and digital gaming based on both Hasbro properties and those of Wizards of the Coast, such as MAGIC: THE GATHERING and DUNGEONS & DRAGONS. This segment is crucial for incorporating Hasbro's traditional games into the digital age, offering both new and existing fans engaging digital experiences.
The Entertainment segment focuses on the creation and distribution of various forms of entertainment content. This includes films, television programs, children's programming, digital content, and live entertainment. Through this segment, Hasbro not only provides entertainment that supports its brands but also seeks to reach a broader audience by diversifying the mediums through which its stories and characters are presented, effectively serving as a marketing tool as well as a revenue stream.
Hasbro sells its products both to traditional retail channels, including retailers, distributors, wholesalers, and department stores, and directly to consumers through e-commerce platforms. The company's e-commerce websites feature its major brands, such as NERF, TRANSFORMERS, and PLAY-DOH, offering a direct channel for consumer engagement and sales. This dual approach allows Hasbro to maintain a strong presence in the retail sector while adapting to the growing trend of online shopping.