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HAS 10-K & 10-Q changes, risk factors and insider trading

Hasbro, Inc. · Nasdaq · Games, Toys & Children's Vehicles (No Dolls & Bicycles) · CIK 46080 · All filings on SEC.gov

Everything below is quoted or computed from Hasbro, Inc.'s public SEC filings. It is not a recommendation to buy or sell. Automated comparisons can contain errors; confirm with the original filing.

At a glance

12 / 17risk-factor paragraphs added / removed in latest 10-K
1new risk-factor headings
0Form 4 filings reporting open-market purchases (last 180 days)
8Form 4 filings reporting open-market sales (last 180 days)

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What changed in the latest 10-K

Comparing 10-K filed 2026-02-25 (period ending 2025-12-28) with 10-K filed 2025-02-27 (period ending 2024-12-29).

Risk Factors (10-K Item 1A)

12new paragraphs
17removed paragraphs
42reworded paragraphs
9,973 → 9,709words in section

New heading “Public health crises may disrupt our business.”

Removed heading “If we are not successful in transforming our supply chain operations, our business may be harmed.”

Removed heading “Outbreaks of communicable infections, diseases, or public health pandemics in the markets in which we and our employees, consumers, customers, partners, licensees, suppliers and manufacturers operate, could substantially harm our business.”

Largest changes (selected automatically by length and topic keywords; quoted verbatim, no commentary)

Removed text topics: penalt, tariff, sanction, china
“Further, as described elsewhere, the imposition or threat of tariffs, border adjustment taxes, trade sanctions or other regulations or economic penalties by the U.S. or the European Union against products imported by us from China or other foreign countries, or the loss of “normal trade relations” status with China or other foreign countries in which we operate, could significantly increase our cost of products imported into the U.S. …”
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Reworded topics: investigation, litigation, fine, regulation

Paragraph as it now reads, with added and removed wording marked:

We are subject to significant government regulations, including, in the U.S., under The Consumer Products Safety Act, The Federal Hazardous Substances Act, and The Flammable Fabrics Act, as well as under product safety and consumer protection statutes in our international markets. In addition, certain of our products are subject to regulation by the Food and Drug Administration or similar international authorities. Advertising to children is subject to regulation by the Federal Trade Commission, the Federal Communications Commission and a host of other agencies globally, and the collection of information from children is subject to the provisions of the Children’s Online Privacy Protection Act and other privacy laws around the world. In addition, our digital games and online services are subject to evolving laws and regulations relating to online safety (including protections for minors), digital content and in-game purchases, advertising and consumer disclosures, and the use of player data, and increased regulatory scrutiny in these areas could increase compliance costs, restrict certain features or monetization practices, or subject us to investigations, enforcement actions, fines or litigation. The collection of personally identifiable information from anyone, including adults, is under increasing regulation in many markets, such as the General Data Protection Regulation adopted by the European Union, and data protection laws in the United States and in a number of other counties. While we take all the steps we believe are necessary to comply with these acts and regulations, we cannot assure you that we will be in compliance and, if we fail to comply with these requirements or other regulations enacted in the future, we could be subject to fines, liabilities or sanctions which could have a significant negative impact on our business, financial condition and results of operations. We may also be subject to involuntary product recalls or may voluntarily conduct a product recall. While costs associated with product recalls have generally not been material to our business, the costs associated with future product recalls individually or in the aggregate in any given fiscal year could be significant. In addition, any product recall, regardless of direct costs of the recall, may harm the reputation of our products and have a negative impact on our future revenues and results of operations.
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Removed text topics: pandemic
“Outbreaks of communicable infections, diseases, or public health pandemics in the markets in which we and our employees, consumers, customers, partners, licensees, suppliers and manufacturers operate, could substantially harm our business.”
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Removed text topics: supply chain
“If we are not successful in transforming our supply chain operations, our business may be harmed.”
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Reworded topics: artificial intelligence, ai

Paragraph as it now reads, with added and removed wording marked:

Rules governing new technologicalTechnological developments, such as developments in artificial intelligence remainand unsettled,shifts to streaming platforms for entertainment content, continue to evolve, and these developments may affect aspects of our existing business model, including revenue streams for the use of our intellectual property and how we create our products and games. As we incorporate AI tools into aspects of our business, including product and game development, we may face increased costs, operational complexity, IP and data governance challenges, and evolving regulatory requirements, any of which could adversely affect timelines, quality, or expected returns on investment. We may lose opportunities to capitalize on changing market dynamics, technological innovations or consumer tastes if we do not adapt to such changes in a timely manner. If we fail to accurately assess and effectively respond to changes in technology and consumer behavior in the markets in which we operate, our business may be harmed. The use of artificial intelligence in product and game development may also raise intellectual property, data sourcing, ethical or regulatory issues, and disputes or restrictions in these areas could increase costs, delay development or limit the use of certain technologies.
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New text
“Public health crises may disrupt our business.”
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Full comparison: every changed paragraph (71)

Green = added, red = removed. Unchanged paragraphs and tables are not shown. Read the complete text in the original filing.

Reworded

Our Playing to Win business strategy hasevolves evolvedaround our mission to focuscreate joy and community through the magic of play and inspiring a lifetime of play. We are focused on extending the reach of our toy and game products globally to improve our position in the marketplace, increase revenue and increase operating profit.

Reworded

Failure to execute ourthis strategic plan may harm our business. Our ability to successfully implement and execute ourthese plans and initiatives in a timely basis, if at all, is dependent on many factors, including, among other things:

Reworded

•our ability to successfully innovate, design, develop, price, commercialize and grow a focused group of brands to global consumers in a wide array of markets;

Added

•continuing to grow MAGIC: THE GATHERING and driving growth in DUNGEONS & DRAGONS as traditional trading card and role-playing games, as well as further expanding into digital offerings;

Reworded

•our ability to successfully growgrowing and delivering on our digital gaming, licensing, and direct-to-consumersgaming business;

Added

•successfully launching new digital studios and new digital games that gain customer acceptance;

Added

•continuing to grow our licensing business; and

Reworded

•our ability to optimizereturning our toy business to growth and increased profitability by optimizing the business, including through right-sizing our cost structure andstructure, creating efficiencies in our operations;operations, and designing cost-effective products.

Added

Because our strategy emphasizes growing a focused set of franchises and expanding our higher-margin games and digital businesses, including MAGIC: THE GATHERING and DUNGEONS & DRAGONS, adverse trends affecting consumer demand for, or engagement with, any of these key brands could disproportionately impact our results of operations.

Added

In addition, the simultaneous pursuit of multiple strategic initiatives, including digital gaming development, licensing expansion, AI adoption, systems modernization and cost-saving initiatives, may strain management attention, organizational capacity and capital resources, and any failure to appropriately prioritize or allocate resources among these initiatives could adversely affect our business and result of operations.

Removed

•our ability to implement appropriate systems and processes to obtain and analyze data and insights from consumers to enable us to make informed decisions about priorities and consumer preferences;

Removed

•our ability to successfully develop products that gain sufficient consumer interest;

Removed

•our ability to gain market share in our focus categories;

Removed

•our ability to simplify our supply chain logistics;

Removed

•our ability to successfully manage inventory;

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•the ability of our workforce to focus and execute on priority transformational projects across the business, and to sustain changes to maximize savings;

Removed

•the attraction and retention of key personnel with core skills and competencies in the areas of focus; and

Removed

•our ability to successfully license, divest, sell, or otherwise cease certain parts of the business that are not as profitable as other areas or are not core to the business.

Reworded

A key component to the success of our strategy is to continue to develop, publish and commercialize digital games.games, including AAA/AA games, games as a service and licensed games based on our existing IP, as well as new and licensed IP. We have invested substantially in our digital gaming business and as a result it has seen significant growth over the past several years. Continued digital game development is a key growth factor for the future, including AAA games, games as a service and licensed games.business. If we are unable to continuesuccessfully to grow this businesslaunch and ensurecommercialize itsexisting integrationand withnew our other business segments,games, our business may be harmed. The digital gaming industry is highly competitive, including for talent, and costs associated with designing, developing and producing digital games and technologically advanced or sophisticated products tend to be higher than for many of our other more traditional products, such as board and trading card games and action figures, with no assurance of success. As a result, we face increased risk of not achieving sales sufficient to recover our costs and we may lose money on the development and sale of these products. There is no guarantyguarantee that a given game will be successful and it is possible we may cease development on a game after significant investment. As a result, we face the risk of significant write-offs in the event a digital game’s development is discontinued prior to commercialization or is not as commercially successful as we planned.

Reworded

Designing, developing and producing digital gaming and other technologically advanced or innovative products often relies on third parties and requires different competencies and follows different timelines than traditional toys and games. Delays in the design, development or production of our digital gaming products or introduction of competitive digital game products in close proximity to our introduction could have a significant impact on our success. In addition,Further, the pace of change in product offerings and consumer tastes in the electronics and digital gaming areas is potentially even greater than for our other products and this pace of change is expected to accelerate as artificial intelligence is further incorporated into the development of games. If a digital game fails to gain consumer acceptance early in its life cycle, there are limited opportunities to gain such acceptance through secondary launches or distribution through alternative platforms. This pace of change or lack of consumer acceptance means that the window in which a digital gaming product can achieve and maintain consumer interest may be even shorter than traditional toys and games.

Added

A significant part of our strategy for our consumer products business and our Wizards and digital gaming business is to license premium and well-recognized intellectual property for the development of products. For example, we have licenses with The Walt Disney Company for the Marvel and Star Wars properties for toys and games, and for our Universes Beyond MAGIC: THE GATHERING sets we have licenses for key brands such as Final Fantasy, Spider-Man, Avatar, and Lord Of The Rings. In some cases, we may only obtain a license for certain aspects of an intellectual property or for certain territories, which means that some of our competitors may also use the same intellectual property for other categories or in different territories. Sales may be adversely affected if the licensed products do not resonate with new or existing consumers or if consumers reduce purchases due to the perception a brand is diluted given numerous options available.

Added

If we produce a line of products based on a movie or television series or digital game, the timing of release or overall success of the movie, series or digital game has a critical impact on the level of consumer interest in the associated products we offer. In addition, competition in our industry for access to premium brand properties is intense and can lessen our ability to secure, maintain, and renew popular licenses on beneficial terms. If we are unable to realize the full benefit of an important license, or if an important license is not renewed or is otherwise terminated, our business results may be harmed.

Added

The license agreements we enter to obtain these rights usually require us to pay minimum royalty guarantees that may be substantial, and in some cases may be greater than what we are ultimately able to recoup from actual sales, which could result in write-offs and could harm our results of operations. Acquiring or renewing licenses may require the payment of minimum guaranteed royalties that we consider to be too high to be profitable, which may result in losing licenses that we currently hold when they become available for renewal, or not pursuing certain new licenses. Additionally, as a licensee of premium-based properties, we cannot guarantee that a particular property or brand will translate into successful products, and underperformance of any such products may result in reduced revenues and operating profit for us.

Reworded

Third party licensees and partners of our brands or intellectual property may fail to honor their obligations to us or their actions may put us at risk.

Added

As our strategy increasingly relies on third-party partners to invest in and scale experiences based on our intellectual property, reductions in partner investment, shifts in partner priorities or changes in economic conditions could limit the growth, reach or profitability of these initiatives.

Removed

The success of entertainment and other properties for which we have a license, such as licenses we have with The Walt Disney Company for the MARVEL and STAR WARS properties, and our ability to successfully market and sell related products, can significantly affect our revenues and profitability. In some cases, we may only obtain a license for certain aspects of an intellectual property or for certain territories, which means that some of our competitors may also use the same intellectual property for other categories or in different territories. If we produce a line of products based on a movie or television series, the success of the movie or series has a critical impact on the level of consumer interest in the associated products we offer. In addition, competition in our industry for access to entertainment properties can lessen our ability to secure, maintain, and renew popular licenses to entertainment products on beneficial terms, if at all, and to attract and retain the talented employees necessary to design, develop and market successful products based on these properties. If we are unable to realize the full benefit of an important license, or if an important license is not renewed or is otherwise terminated, our business results may be harmed.

Removed

The license agreements we enter to obtain these rights usually require us to pay minimum royalty guarantees that may be substantial, and in some cases may be greater than what we are ultimately able to recoup from actual sales, which could result in write-offs and could harm our results of operations. Acquiring or renewing licenses may require the payment of minimum guaranteed royalties that we consider to be too high to be profitable, which may result in losing licenses that we currently hold when they become available for renewal, or not pursuing certain new licenses. Additionally, as a licensee of entertainment-based properties, we cannot guarantee that a particular property or brand will translate into successful toy, game or other family entertainment products, and underperformance of any such products may result in reduced revenues and operating profit for us.

Reworded

Consumer interests change quickly and acceptance of toysour and games and entertainmentproduct offerings are influenced by technological and outside factors, making it difficult to design and develop innovative products, play patternsproducts and entertainmentother offerings which are and will continue to be popular with children, familiesfamilies, fans and audiences.

Reworded

Our ability to successfully create innovative toysproducts andthat gamesinspire a lifetime of play is affected by the interests of children, families, fans and audiences which evolve quickly and can change dramatically from year to year and by geography. To be successful, we must correctly anticipate the types of products, play patterns and entertainment which will capture consumers’ interests and imagination, and quickly develop and introduce innovative and value driven products and engaging entertainment which can compete successfully for consumers’ limited time, attention and spending. It is very difficult to predict consumer acceptance with certainty due to, among other things, the increasing utilization of technology at younger and younger ages, social media and digital media in entertainment offerings,media, the increasing breadth of products and entertainment available to consumers, and outside factors such as influencers, critical reviews and promotions. Evolving consumer tastes and shifting interests, coupled with an ever-changing and expanding pipeline of products, technology and entertainment which compete for consumer interest and acceptance, create an environment in which some products, technology and entertainment offerings can fail to achieve consumer acceptance or can be popular during a certain period of time but then be rapidly replaced. As a result, our products and entertainment offerings can have short consumer life cycles with no guarantee of success. ConsumerIn acceptanceaddition, isfrequent evenproduct morereleases, criticalcross-brand forcollaborations or expanded licensing initiatives may contribute to franchise fatigue or oversaturation, which could reduce long-term consumer engagement and diminish the value of our toy business due to the recent decline in the overall toy industry and the impact of declining birthrates globally.brands. Failure to correctly anticipate consumer interests, will harm our revenues and earnings.

Removed

Technological as well as other trends in the entertainment industry, such as the continuing shift to streaming platforms, have caused significant disruption to the retail distribution of entertainment offerings and have caused, and could in the future cause, a negative impact on sales of our products and other forms of monetization of content, especially those which are reliant on box office success.

Reworded

Rules governing new technologicalTechnological developments, such as developments in artificial intelligence remainand unsettled,shifts to streaming platforms for entertainment content, continue to evolve, and these developments may affect aspects of our existing business model, including revenue streams for the use of our intellectual property and how we create our products and games. As we incorporate AI tools into aspects of our business, including product and game development, we may face increased costs, operational complexity, IP and data governance challenges, and evolving regulatory requirements, any of which could adversely affect timelines, quality, or expected returns on investment. We may lose opportunities to capitalize on changing market dynamics, technological innovations or consumer tastes if we do not adapt to such changes in a timely manner. If we fail to accurately assess and effectively respond to changes in technology and consumer behavior in the markets in which we operate, our business may be harmed. The use of artificial intelligence in product and game development may also raise intellectual property, data sourcing, ethical or regulatory issues, and disputes or restrictions in these areas could increase costs, delay development or limit the use of certain technologies.

Reworded

Failure to achieve of our anticipated cost-savings may impact our ability to operate efficiently and profitably.

Reworded

In mid-2022, we committed to an operational excellence program focusing on designing and running a simple, efficient and effective business aligned with our strategy. There are no assurances that we will achieve cost savings in the amounts we anticipate or within the anticipated timeframes or at all. In addition, any cost savings that we realize may be offset, in whole or in part, by reductions in net sales or through increases in other expenses. Failure to realize the expected cost savings from these cost savings programs could have an adverse effect on our business, financial condition, and results of operations.

Reworded

The industries in which we compete are highly competitive. If we are unable to compete effectively with existing or new competitors, our revenues, market share and profitability could decline.

Reworded

The play industry is highly competitive, and if we fail to compete successfully, our business may be harmed. Our primary competition comes from toy and game companies, digital gaming companies and digital gaming developers. We compete with several large companies in our product categories, as well as with many smaller United States and international game and toy designers, manufacturers and marketers. In certain instances, we also compete with large retailers, who offer such products under their own private labels, often at lower prices. Competition is based primarily on meeting consumer preferences and on the quality and play value of our products and experiences.experiences, and, in some cases, the timing of release of other products and games that attract a similar consumer. To a lesser extent, competition is also based on product pricing. We expect that as the use of artificial intelligence becomes more prevalent, we will continue to see increased competition from those using such technology to develop games, toys and content.

Reworded

In addition to existing competitors, the barriers to entry for new participants in the play industry are low,low. andThe the increasing importanceuse of digital media and the heightened connection between digital media and consumer interest, has further increased the ability for new participants to enter our markets, and has broadened the array of companies we compete with. NewFor example, with the use of influencers and media outlets such as Tik Tok, new participants with a popular product idea can gain access to consumers and become a significant source of competition for our products in a very short period of time. These existing and new competitors may respond more rapidly than us to changes in consumer preferences or may design products that are more desirable than ours. Our competitors’ products may achieve greater market acceptance than our products and potentially reduce demand for our products, lower our revenues and lower our profitability.

Reworded

We cannot be certain that the products and offerings of companies we may acquire, or acquire an interest in, will achieve or maintain popularity with consumers in the future or that any such acquired companies or investments will allow us to more effectively market our products, develop our competencies or grow our business. In some cases, we expect that the integration of the companies that we may acquire will create production, marketing and other operating, revenue or cost synergies which will produce greater revenue growth and profitability and, where applicable, cost savings, operating efficiencies and other advantages. However, we cannot be certain that these synergies, efficiencies and cost savings will be realized. Even if achieved, these benefits may be delayed, reduced or short-lived in their realization. In other cases, we may acquire or invest in companies that we believe have strong and creative management, in which case we may plan to operate them more autonomously rather than fully integrating them into our operations. We cannot be certain that the key talented individuals at these companies would continue to work for us after the acquisition or that they would develop popular and profitable products, entertainment or services in the future. Acquisitions of businesses and brands could also be adversely affected by changes in our business strategy or external factors, such as any decision to sell, license or otherwise dispose of certain assets, such as our sale our Entertainment One film and television business ("eOne Film and TV") to Lions Gate Entertainment Corp., Lions Gate Entertainment Inc. and Lions Gate International Motion Pictures S.à.r.l (collectively "Lionsgate") in December 2023.assets. We cannot guarantee that any acquisition, disposition, license or investment we may make will be successful or beneficial, and acquisitions, dispositions, licenses and investments can consume significant amounts of management attention and other resources, which may negatively impact other aspects of our business.

Reworded

Our business may be harmed by the imposition or threat of tariffs, including reciprocal or retaliatory tariffs, in markets in which we operate which could increase our product costs and other costs of doing business, reduce or delay purchases, impact consumer spending, or lower our revenues and earnings.

Reworded

The current global tariff environment isremains uncertain. For products manufactured outside the U.S., tariffs increase the cost of our products. Tariffs may impact our sales and reduce our profitability. Tariffs may also impact consumer spending if products become more expensive or consumers have less discretionary income or consumer spending power. The current tariff environment, particularly the imposition or threat of tariffs on products manufactured in China for import into the U.S. as well the potential for retaliatory and reciprocal tariffs in other countries in which we do business, has in the past negatively impacted our business and may in the future negatively impact our business, sales and profitability. The threat and imposition of tariffs have resulted in the past, and may in the future result, in the elimination of some direct import orders, where customers take ownership of products near the source of supply and import the product themselves into the U.S., in favor of shifting to domestic orders, which requires us to ship the products to the U.S., and import and warehouse the products prior to delivery to the customer. This shift to domestic orders raises the cost to us, can result in delays in the time of a sale, and may result in the potential loss of some orders entirely due to the lack of timely supply or other delays. We cannot assure you that we will be able to successfully implement actions to lessen the impact of tariffs imposed on our products, including any changes to our supply chain, logistics capabilities, sales policies or pricing of our products.

Reworded

In developing products, product lines and new brands we have anticipated dates for the associated product and brand introductions. When we state that we will introduce, or anticipate introducing, a particular product, product line or brand at a certain time in the future those expectations are based on completing the associated development, implementation, and marketing work in accordance with our currently anticipated development schedule. If we do not have in place,place appropriate systems and technology, or do not obtain sufficient data, analytics and insights, we may not be able to adequately predict demand for our products. If we fail to accurately forecast demand, we may experience excess inventory levels or a shortage of product to deliver to our customers. Inventory levels in excess of demand have in the past resulted in, and may in the future result in,in inventory write-downs or write-offs, and the sale of excess inventory at discounted prices or through less preferred distribution channels, which could harm our profit margins. If we do not operate our supply chain in an effective manner, we will not be able to manufacture, source and ship new or continuing products in a timely manner and on a cost-effective basis to meet constantly changing consumer demands. This risk is heightened by our customers’ compressed shipping schedules and the seasonality of our business.

Reworded

TheWe riskare isimplementing exacerbatednew byoriginal design processes for some of our products in an effort to reduce costs and potentially enter into new or underserved markets. At the same time, we are also increasing sophistication of many of the brands and products we are designing and developing in terms of combining digital and traditional technologies, and providing greater innovation and product differentiation. Unforeseen delays or difficulties in the development process, significant increases in the planned cost of development, or changes in anticipated consumer demand for our products and new brands may cause the introduction date for products to be later than anticipated, may reduce or eliminate the profitability of such products, result in excess inventory, or, in some situations, may cause a product or new brand introduction to be discontinued.discontinued or not introduced in certain markets.

Removed

If we are not successful in transforming our supply chain operations, our business may be harmed.

Removed

We are continuing to optimize our supply chain by improving our systems and sourcing to enable efficient product deployment, enhance product quality and safety, drive efficiency in transportation and our fulfillment centers, and strengthen our direct-to-consumer operations. This is a long-term project, with no assurance that we will achieve the anticipated efficiencies and benefits from such efforts. If the transformation of our supply chain operations is not successful, our business may be harmed. Further we may not achieve our anticipated cost savings, and we may face costly inefficiencies or other supply chain disruptions.

Reworded

We have periodically faced global supply chain challenges with the production and delivery of some products being delayed due to logistics, including labor, trucking and container shortages, strikes, port congestion and other shipping disruptions. We experienced increases in material costs and shortages for some of our products, due in part to higher wages being paid due to labor shortages in China and Vietnam, as well as periodic and unpredictable manufacturing shut-downs or slow-downs due to COVID-19, political instability in certain port regions and tariffs. We attempt to take actions to lessen the impact of these supply chain challenges, such as through the use of alternative ports and air freight, and adjusting inventory purchases in certain cases to ensure product availability for customers, though these actions have resulted and may in the future result in higher costs. We have also increased prices in some cases to help offset increased costs. We can provide no assurance that we will be able to take actions, such as increase pricesprices, in the future and we cannot assure that price increases we have already taken, willto offset the entirety of additional costs we have incurred, and may incur in the future to mitigate the supply chain disruption. Further, if we are unable to negotiate favorable carrier agreements, deliver products on time or otherwise satisfy demand for our products, our business may be harmed.

Reworded

If we are unable to adaptexpand our businessdirect-to-consumer to the continued shift to direct-to-consumer,relationships, our business may be harmed.

Reworded

We depend upon a relatively small customer base to sell the majority of our products. During 2024,2025, Wal-Mart,Amazon.com, Inc. and Amazon.com,Wal-Mart, Inc. accounted for approximately 12%11% and 11%,9%, respectively, of our consolidated net revenues. Similarly, sales of certain products of our Wizards business depend in part on the success of specialty hobby stores. Due to our customer concentration and customer base, if one or more of our major customers or specialty hobby stores were to experience difficulties in fulfilling their obligations to us, cease doing business with us, significantly reduce the amount of their purchases from us, favor competitors or new entrants, increase their direct competition with us by expanding their private-label business, change their purchasing patterns, impose unexpected fees on us, alter the manner in which they promote our products or the resources they devote to promoting and selling our products, or return substantial amounts of our products, our business may be harmed.

Reworded

Our customers generally do not makeenter into binding long-term purchase commitments towith us regarding purchase volumes and make all purchases by delivering purchase orders. Any customer could reduce its overall purchase of our products and reduce the number and variety of our products that it carries and the shelf space allotted for our products. In addition, increased concentration among our customers could negatively impact our ability to negotiate higher sales prices for our products and could result in lower margins than would otherwise be obtained if there were less consolidation among our customers. Furthermore, as we experienced with the bankruptcy of certain of our retailers in the past, the failure or lack of success of a significant retail customer could negatively impact our revenues and profitability.

Reworded

We operate facilities and sell products and entertainment offerings in numerous countries outside the U.S. Additionally, we utilize third-party manufacturers primarily located in the Far East, including China, Vietnam and India, to produce most of our products. These international operations, including operations in emerging markets, have unique consumer preferences and business climates, present additional challenges and are subject to risks that may significantly harm our sales, increase our costs or otherwise damage our business, including:

Reworded

Our reliance on third-party manufacturers to produce our products, particularly in China, the U.S., Vietnam and India, presents risks to our business.

Reworded

Most of our toy and game products are manufactured by third-party manufacturers, thea majoritysubstantial but decreasing number of which are in China, withand a significant amount of our product sourcing also coming from manufacturers in the U.S., Vietnam, India and Japan. Should changes be necessary, our external sources of manufacturing can be shifted,shifted over a significant period of time,time to alternative sources of supply. Working with vendors who have not historically manufactured products for us means these new vendors must successfully develop the capability to manufacture our products to the quality and safety standards we require and within the tight timeframe required by our customers. Newer and less experienced vendors are more susceptible to product quality, logistics and other issues, due in part to their less mature infrastructure or unfamiliarity with our product standards. In addition, our increased use of original design manufacturers ("ODMs") to support cost efficiency and speed to market may reduce our direct control over product design, quality, sourcing and manufacturing processes, and any failure by ODM partners to meet our design specifications, quality standards, delivery requirements or compliance obligations could adversely affect our products, brand reputation, margins and results of operations.

Reworded

Given that our toy and game manufacturing is conducted by third-party manufacturers, health conditions and other factors affecting social and economic activity where our manufacturers are located may affect the movement of people and products into and from those locations to our major markets, including North America and Europe. The suspension of the operations of a third-party manufacturer by government inspectors in China or another market in which we source products could result in delays to us in obtaining product and may harm sales. Further, increases in the costs of labor and other costs of doing business in markets where we manufacture, could also have a significant negative impact on our operations, revenues and earnings. Prolonged disputes or slowdowns at west coast or other ports can negatively impact both the time and cost of transporting goods into the U.S. Natural disasters or health pandemics impacting our manufacturers had and can have a significant negative impact on our business.

Removed

Further, as described elsewhere, the imposition or threat of tariffs, border adjustment taxes, trade sanctions or other regulations or economic penalties by the U.S. or the European Union against products imported by us from China or other foreign countries, or the loss of “normal trade relations” status with China or other foreign countries in which we operate, could significantly increase our cost of products imported into the U.S. or Europe, shift more orders from direct import to domestic sales, put additional shipping and warehousing burdens on us, delay the time of our sales to retailers, result in lost sales, and otherwise harm our business. Additionally, the suspension of the operations of a third-party manufacturer by government inspectors in China or another market in which we source products could result in delays to us in obtaining product and may harm sales.

Reworded

As a part of our transformation efforts to reduce costs, achieve operational efficiencies, and increase productivity and service quality, weWe have relied and expect to further rely on third partythird-party vendor and outsourcing relationships for certain corporate, administrative and other functional areas of the business. Working with third-parties for these critical areas subjects us to risk, including the reduction in full control over certain activities. Any failure to perform timely or accurately or other shortcoming of one of these vendors or outsourcers, could harm our business or could damage our reputation. Transitioning some of these services to a third-party outsourcing vendor is challenging and time-consuming. Problems with transitioning these services and systems to, or operating failures with, these vendors and outsourcers may cause delays to product sales and reduce the efficiency of our operations. We may not achieve the cost-savings we expect, and we may suffer knowledge loss and require significant capital investments to remediate the problem. We cannot guarantee that our outsourcing efforts will be successful.

Reworded

Our officers and employees are at the heart of all our efforts. It is their skill, innovation and hard work that drive our success. We compete with many other potential employers in recruiting, hiring and retaining our management team and our many other skilled officers and employees around the world. Experienced personnel and top creative talent in the markets in which we operate are in high demand and competition for their talent is intense. The possibility of moving our corporate headquarters may impact our ability to retain and attract key employees. Further, the continuing debate and practice of remote and hybrid work creates further challenges in retaining employees as some employees desire more flexibility in their employment and the ability to work remotely or hybrid opens up more employment opportunities.

Added

The relocation of our primary headquarters for our toys, board games, licensing and entertainment operations from Rhode Island to Boston, Massachusetts requires substantial investment and could disrupt operations. We may lose experienced personnel unwilling to relocate, and we may face challenges recruiting in Boston's competitive labor market. If we are unable to successfully manage this transition, including facility build-out, systems migration, and cultural integration, our operations and financial performance could suffer.

Added

Certain aspects of our business, including digital game development and franchise-driven brands such as MAGIC: THE GATHERING and DUNGEONS & DRAGONS, depend on a limited number of highly skilled creative and technical personnel, and the loss of such individuals could disrupt development pipelines or adversely affect product quality and performance.

Reworded

As we continue to transform our business to execute on our strategic plan, we have reduced our headcount and may otherwise lose employees due to our decision to eliminate or reduce the amount of work performed relative to non-core aspects of our business and the optimization of our business. The impact of the planned move, recent reductions in workforce or failing to retain key employees can be high due to increased risk of loss of important information, key knowledge and relationships, loss of creative talent, lost productivity, hiring and training costs, all of which could result in lower efficiency, profitability or otherwise harm the business. We cannot guarantee that we will recruit, hire or retain the key personnel we need to succeed.

Removed

We have also experienced significant changes in our leadership in a relatively short period of time, with most key members of executive leadership having been appointed within the past few years. Our future success will depend on the leadership of our key executives and their ability to navigate the organization through our transformation efforts and renewed strategy. Our loss of key management or other key employees, inability to drive success through our new leaders, or our inability to retain or hire talented people with the skill sets we need for our diverse and changing business, could significantly harm our business.

Reworded

We rely extensively on various information technology systems and software applications to manage many aspects of our business, including product development, management of our supply chain, sale and delivery of our products, analytics, royalty and financial reporting and various other processes and transactions. As part of our transformation efforts, we are upgradingcontinuing to upgrade some of our technology and systems, and we are relying on the systems of third-party outsourcers for certain critical functions. We are critically dependent on the integrity, security and consistent operations of these systems and related back-up systems. These systems are subject to damage or interruption from power outages, computer and telecommunications failures, computer viruses, malware and other cybersecurity attacks and breaches, catastrophic events such as hurricanes, fires, floods, earthquakes, tornadoes, acts of war or terrorism and usage errors by our employees or partners. The efficient operation and successful growth of our business depends on these information systems, including our ability and the ability of our third-party outsourcers to operate them effectively and to select and implement appropriate upgrades or new technologies and systems and adequate disaster recovery systems successfully. The failure of our information systems or third-party hosted technology to perform as designed or our failure to implement and operate them effectively could disrupt our business, require significant capital investments to remediate a problem or subject us to liability.

Reworded

We and our third-party outsourcers and other business partners maintain significant amounts of data electronically in locations around the world and in the cloud. This data relates to all aspects of our business, including current and future products and entertainment under development, and also contains certain customer, consumer, supplier, partner and employee data. We and our partners maintain systems and processes designed to protect this data, but notwithstanding such protective measures, there is a risk of intrusion, cyber-attacks or tampering that could compromise the integrity and privacy of this data. Cyber-attacks continue to increase in their frequency, sophistication and intensity, and are becoming increasingly difficult to detect. They are often carried out by motivated, well-resourced, skilled and persistent actors, including nation states, organized crime groups, “hacktivists” and employees or contractors acting with malicious intent. Cyber-attacks could include the deployment of harmful malware and key loggers, ransomware, a denial-of-service attack, a malicious website, artificial intelligence, the use of social engineering and other means to affect the confidentiality, integrity and availability of our or third-party technology systems and data. Cyber-attacks could also include supply chain attacks, which could cause a delay in the manufacturing of our products. In addition, we provide confidential and proprietary information to our third-party outsourcers and business partners in certain cases werewhere doing so is necessary to conduct our business. While we obtain assurances from those parties that they have systems and processes in place to protect such data, and where applicable, that they will take steps to assure the protections of such data by third parties, those outsourcers and partners may also be subject to data intrusion or otherwise compromise the protection of such data. The risk of data loss or breaches is heightened during uncertain economic times, changes in business strategy and reductions in workforce. Any compromise of the confidential data of our customers, consumers, suppliers, partners, employees or ourselves, or failure to prevent or mitigate the loss of or damage to this data through breach of our third party outsourcers and other business partners’ information technology systems could substantially disrupt our operations, harm our customers, consumers, employees and other business partners, damage our reputation, violate applicable laws and regulations, subject us to potentially significant costs and liabilities and result in a loss of business that could be material.

Showing the first 60 of 71 changed paragraphs. The complete comparison will be part of Pro (coming soon). Meanwhile you can read the full text in the original filing.

Management's Discussion & Analysis (MD&A) (10-K Item 7)

32new paragraphs
18removed paragraphs
42reworded paragraphs
7,372 → 8,464words in section

New heading “Recent Developments”

New heading “(1) % Change is not meaningful ("NM") for these segments.”

Largest changes (selected automatically by length and topic keywords; quoted verbatim, no commentary)

New text topics: fine, tariff, impairment, goodwill
“The quantitative test of goodwill for impairment requires us to estimate the fair value of our reporting units. We test goodwill at the reporting unit level, which we define as one level below the operating segment. Our reporting units are aligned with our product lines that are separately managed and reviewed. …”
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New text topics: tariff, impairment, write-down, supply chain
“Significant changes in trade policy announced by the U.S. government could adversely impact our forward-looking financial results. The Company monitors the impacts of tariffs to its business operations on an ongoing basis and may need to implement actions such as price adjustments or making changes in our supply chain sourcing strategies in order to mitigate the impact of tariffs in future periods. …”
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New text topics: tariff, impairment, goodwill
“Consumer Products segment operating results decreased $1,057.9 million to an operating loss of $942.6 million in 2025, compared to operating profit of $115.3 million in 2024. Operating profit margin decreased to (38.7)% of net revenues in 2025 from an operating margin of 4.5% of net revenues in 2024. The decrease in operating profit in 2025 in both dollars and percent was driven by the declines in revenue, discussed above, a non-cash goodwill impairment charge of $1,021.9 million recorded in 2025, and approximately $44.9 million of tariff costs recognized in Cost of sales. …”
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New text topics: tariff, impairment, goodwill
“As a result of the estimated impact of tariffs and other macroeconomic headwinds on the Company's forward-looking forecasts, in the second quarter of 2025, the Company assessed its goodwill for potential impairment, resulting in the recognition of a non-cash goodwill impairment of $1,021.9 million in the Consumer Products segment. Refer to Note 8, Goodwill and Intangible Assets, in our notes to consolidated financial statements for further details related to goodwill.”
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Removed text topics: impairment, goodwill
“Income tax expense totaled $102.6 million on pre-tax income of $497.0 million during 2024 compared to an income tax benefit of $221.3 million on pre-tax loss of $1,709.1 million during 2023. During 2024, the Company incurred a $37.4 million unfavorable adjustment to the 2023 Loss on sale of the Film & TV reporting unit with no corresponding tax benefit. …”
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New text topics: tariff, impairment
“Critical assumptions used in the determination of the reporting units’ fair value included management’s estimated future revenue growth rates, estimated future margins, and discount rate. Estimated future revenue growth and margins are based on management’s best estimate about current and future conditions. During the second quarter of 2025, the regional consumer products reporting units included discount rates ranging from 10.5% to 14.0% and a terminal value revenue growth rate of 3.0%. …”
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Full comparison: every changed paragraph (92)

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Reworded

This Management’s Discussion and Analysis of Financial Condition and Results of Operations contains forward-looking statements concerning the Company’s expectations and beliefs. SeeRefer to “Statement Regarding Forward-Looking Statements” and Part I, Item 1A. Risk Factors, of this Form 10-K for a discussion of other uncertainties, risks and assumptions associated with these statements.

Reworded

The following includes a comparison of our consolidated results of operations for fiscal years 20242025 and 2023.2024. For a comparison of our consolidated results of operations for fiscal years 20232024 and 2022,2023, seerefer to Item 7 of Part II, “Management’s Discussion and Analysis of Financial Condition and Results of Operations”, of our Annual Report on Form 10-K for the fiscal year ended December 31,29, 2023,2024, filed with the SEC on February 28,27, 2024.2025. Unless otherwise specifically indicated, all dollar or share amounts herein are expressed in millions of dollars or shares, except for per share amounts.

Reworded

The fiscal yearyears ended December 28, 2025 and December 29, 2024 waswere aboth fifty-two week period and fiscal year December 31, 2023 was a fifty-three week period.periods.

Reworded

Hasbro Inc. ("Hasbro") is a leading game,games, IP,intellectual property ("IP"), and toy company whose mission is to create joy and community through the magic of play. With over 100 years of expertise, we deliver play experiences forto kids, families, and fans of all ages around the world, through physical and digital games, video games, toys, licensed consumer products, location-based entertainment, film, TV and more.

Reworded

We generate revenue and earn cash by developing, marketing, licensing and selling products, play and entertainment experiences, based on our global brands as well as other IP in a broad variety of categories. This includes: innovative toy and gaming brands and role-playing and fantasy card collecting games; the marketing and sale of toys and games, including our owned and partner brands, through retail stores, ecommerce platforms and Hasbro Direct,PULSE, our direct-to-consumer platform; the distribution, license and sale of digital games developed both internally and through licensing out our IP to third parties, such as Baldur's Gate 3, Monopoly Go! and Magic: The Gathering Arena and other digital games; and entertainment content. Additionally, the Company generates revenue through licensing our brands to third parties for toys and games, consumer products, such as apparel and publishing, as well as for use in theme park attractions and other forms of location-based entertainment and within formats such as film and TV programming.

Added

Recent Developments

Added

Tariffs

Added

Significant changes in trade policy announced by the U.S. government could adversely impact our forward-looking financial results. The Company monitors the impacts of tariffs to its business operations on an ongoing basis and may need to implement actions such as price adjustments or making changes in our supply chain sourcing strategies in order to mitigate the impact of tariffs in future periods. The impacts of tariffs may lead to reduced economic activity, increased costs, reduced demand and changes in purchasing behaviors for some or all of our products, actual or potential impairments, write-downs or unrealizability of some of our existing assets, or other economic outcomes that could have a material adverse impact on our sales volumes, prices, and our financial results.

Added

As a result of the estimated impact of tariffs and other macroeconomic headwinds on the Company's forward-looking forecasts, in the second quarter of 2025, the Company assessed its goodwill for potential impairment, resulting in the recognition of a non-cash goodwill impairment of $1,021.9 million in the Consumer Products segment. Refer to Note 8, Goodwill and Intangible Assets, in our notes to consolidated financial statements for further details related to goodwill.

Added

The Company recognized approximately $44.9 million of tariff costs within Cost of sales during 2025. While the final impacts of tariffs remain uncertain, the Company continues to execute decisively against the evolving tariff backdrop.

Added

On February 20, 2026, the U.S. Supreme Court issued a ruling against the International Emergency Economic Powers Act ("IEEPA") Tariffs that we have been paying to the U.S. government since the enactment on April 2, 2025. This could impact our results in 2026 and we are currently evaluating the accounting impacts including our ability to apply for a refund on tariffs previously paid.

Reworded

Consolidated net revenues for the year ended December 29,28, 20242025 decreasedincreased 17.3%13.7% to $4,135.5$4,701.3 million from $5,003.3$4,135.5 million for the year ended December 31,29, 2023,2024, primarily driven by agrowth $579.0of $675.6 million, or 88%, decline in the Entertainment segment as a result of the sale of the eOne Film and TV business during the fourth quarter of 2023 and a $342.5 million, or 12%, decline in the Consumer Products segment, partially offset by a $53.7 million, or 4%, increase44.7%, in the Wizards of the Coast and Digital Gaming segment. SeeThis growth was offset by a $106.3 million, or 4.2%, decrease in the Consumer Products segment, as well as a $3.5 million, or 4.4%, decrease in the Entertainment segment. Refer to the Segment Results discussion below for further details.

Reworded

The following table presents net revenues expressed in millions of dollars, by brand portfolio category for 20242025 and 20232024:

Added

Grow Brands: Our Grow Brands represent the highest margin, highest growth opportunities in categories where we see significant share and/or underlying market growth, such as MAGIC: THE GATHERING, Hasbro Gaming, PLAY-DOH, Marvel, including SPIDER-MAN and THE AVENGERS, and DUNGEONS & DRAGONS. The Grow Brands portfolio net revenues increased 24.4% in 2025 as compared to 2024. The net revenue increase primarily reflects higher net revenues from MAGIC: THE GATHERING, which had a record year, increasing $641.5 million from 2024 behind Universes Beyond sets such as Final Fantasy, Avatar: The Last Airbender, Marvel's Spider-Man, and Edges of Eternities. Growth in MAGIC: THE GATHERING was accompanied by an increase in MONOPOLY, both in the traditional games space, as well as from increased contributions from our digital licensing arrangement with Scopely, Inc. for MONOPOLY GO!, which contributed $168.0 million of revenue in 2025 compared to $112.2 million of revenue in 2024. The net revenue increase was partially offset by revenue declines from PLAY-DOH and DUNGEONS & DRAGONS.

Removed

(1) Net revenues from the Company's Non-Hasbro-branded Film and TV portfolio were associated with the Company's non-core eOne Film and TV business sold to Lionsgate during the fourth quarter of 2023.

Removed

Franchise Brands: Our Franchise Brands include our flagship owned or controlled brands, which we believe can deliver significant revenues, profits and growth over the long term, such as MAGIC: THE GATHERING, Hasbro Gaming, PLAY-DOH, TRANSFORMERS, DUNGEONS & DRAGONS, PEPPA PIG and NERF. The Franchise Brands portfolio net revenues decreased 4% in 2024 as compared to 2023. The net revenue decrease primarily reflects lower net revenues from NERF, DUNGEONS & DRAGONS, and TRANSFORMERS products. Net revenues in 2023 were supported by DUNGEONS & DRAGONS digital game and products, most notably Baldur's Gate 3, the DUNGEONS & DRAGONS-based role-playing video game released during the third quarter 2023, as well as theatrical release of Dungeon & Dragons: Honor Among Thieves released in March 2023. Additionally, net revenues in 2023 were supported by TRANSFORMERS products from the June 2023 theatrical release of TRANSFORMERS: Rise of the Beasts as compared to the late September 2024 theatrical release of Transformers One. The lower net revenues in 2024 from NERF and TRANSFORMERS products were partially offset by higher net revenues from MONOPOLY GO!.

Reworded

PartnerOptimize Brands: PartnerOptimize Brands includerepresent thoseopportunities to maintain or grow share while improving operating profit returns, including brands we license from other parties for which we develop toy and game products. Partner brand revenues fluctuate based primarily on the entertainment releases around these brands in any given year, such as MARVEL,TRANSFORMERS, includingPEPPA SPIDER-MANPIG, and THE AVENGERS, LUCASFILMS'Lucasfilms' STAR WARS, BEYBLADE, GHOSTBUSTERS, and INDIANA JONES.WARS. The PartnerOptimize Brands portfolio net revenues decreased 15%4.6% in 20242025 as compared to 2023.2024. During 2024,2025, PartnerOptimize Brands net revenue decreases were driven by lower net revenues from the Company's products for STAR WARSWARS, andimpacted MARVEL which benefited fromby a broaderreduced slate of entertainment releasesreleases, along with declines from PEPPA PIG and BABY ALIVE. The net revenue decrease was partially offset by continued growth in prior years without a more recent release entertainment release to support revenue in 2024. Additionally, revenue in 2023 was higher due to the Company's products for INDIANA JONES supported by the June 2023 theatrical release of Indiana JonesTRANSFORMERS and theDUEL Dial of Destiny.MASTERS.

Added

Reinvent Brands: Reinvent Brands represent opportunities to reinvent or restructure to drive innovation and improve operating profit returns and include those brands such as NERF, BEYBLADE, PJ MASKS, POWER RANGERS, and FURBY. The Reinvent Brands net revenues decreased 13.7% in 2025 as compared to 2024 primarily driven by lower net revenues from NERF, which were partially offset by revenue contributions from BEYBLADE. In addition, Reinvent Brands net revenues were also negatively impacted by the lapping of prior year's licensing revenues for MY LITTLE PONY trading cards, which directly resulted in a decrease of $40.5 million, or 47.0%, year-over-year.

Removed

Portfolio Brands: Portfolio Brands include those brands we own or control which we feel have upside in revenue and profitability that have not yet grown to the significance of a franchise brand. The Portfolio Brands net revenues decreased 17% in 2024 as compared to 2023 primarily driven by lower net revenues from POWER RANGERS, PJ MASKS and BABY ALIVE products which were partially offset by revenue contributions from FURBY products following the Company's reintroduction of the brand and refreshed product line during the second quarter of 2023, the release of the next generation of BEYBLADE in 2024, and licensing revenue for MY LITTLE PONY trading cards.

Removed

Non-Hasbro Branded Film & TV: Net revenues from the Company's Non-Hasbro-branded Film and TV portfolio were associated with the eOne Film and TV business sold during the fourth quarter of 2023. Effective in the first quarter of 2024, the Company moved the remaining Non-Hasbro Branded Film & TV brands into Portfolio Brands to align with the Company's Brand Strategy. For comparability, net revenues for 2023 have been reclassified to reflect the movement, resulting in a change of $0.5 million.

Removed

During the first quarter of 2025, in light of the Company's renewed strategy and differing level of investment depending on the growth and margin potential for the brand and business line, the Company will no longer report its brand portfolio based upon the categories described above.

Reworded

Cost of Sales: Cost of sales primarily consists of purchased materials, labor, manufacturing overhead and other inventory-related costs such as obsolescence. Cost of sales decreasedincreased 30.9%9.9% to $1,296.2 million, or 27.6% of net revenues, for 2025 compared to $1,179.5 million, or 28.5% of net revenues, for 2024 compared to $1,706.0 million, or 34.1% of net revenues, for 2023.2024. The Cost of sales decreaseincrease in dollars and as a percent of net revenues was driven primarily by lower sales volumes, lower inventory obsolescence charges, supply chain productivity, and cost savings initiatives,volumes and a $26.7 million benefit recorded during 2024 related to a historical over-accrual of vendor commitment liabilities as discussed in Note 1, Summary of Significant Accounting Policies, in our notes to consolidated financial statements. Additionally, Cost of sales for 2025 includes $44.9 million of tariff costs. These factors were offset by supply chain productivity and cost savings initiatives.

Reworded

Program Cost Amortization: Program cost amortization totaled $35.8 million, or 0.8% of net revenues in 2025, compared to $49.3 million, or 1.2% of net revenues in 2024, compared to $448.9 million, or 9.0% of net revenues in 2023.2024. The majority of the Company's program costs are capitalized as incurred and amortized using the individual-film-forecast method. The Company also utilizes the percentage of completion methodology, primarily related to unscripted content. Program cost amortization reflects both the phasing of revenues associated with films and television programming, as well as the type of content being produced and distributed. The decrease in dollars and as a percent of net revenues during 20242025 was driven by thereduced impactcontent of the sale of the eOne Film and TV business during the fourth quarter of 2023 as prior year Program costs were primarily associated with the eOne Film and TV business.spend.

Reworded

Royalties: Royalty expenseRoyalties totaled $368.9 million, or 7.8% of net revenues, in 2025 compared to $284.2 million, or 6.9% of net revenues, in 2024 compared to $428.3 million, or 8.6% of net revenues, in 2023.2024. Fluctuations in royalty expense generally relate to the volume of entertainment-driven products sold in a given period, especially if the Company is selling product tied to one or more major motion picture releases in the period.period, as well as product mix for our toy, game, and trading card products that utilize partner IP. The decreaseincrease in Royalty expenseRoyalties in dollars and as a percent of net revenues during 20242025 directly reflects the impact of theincreased salesales ofrelating to MAGIC: THE GATHERING Universes Beyond sets, such as Final Fantasy, Avatar: The Last Airbender and Marvel's Spider-Man, for which the eOneCompany Filmis andobligated TVto business.pay a royalty.

Reworded

Product Development: Product development expense in 20242025 totaled $385.6 million, or 8.2% of net revenues, compared to $294.1 million, or 7.1% of net revenues, compared to $306.9 million, or 6.1% of net revenues, in 2023.2024. Product development expenditures reflect the Company’s investment in innovation and anticipated growth across our brand portfolio. The decreaseincrease in Product development expense during 20242025 was driven by costincremental savingsinvestments initiatives,in alongthe with phasingdevelopment of productdigital releases.game titles that have not yet met technological feasibility.

Reworded

Advertising: Advertising expense in 20242025 totaled $319.5$316.9 million, or 7.7%6.7% of net revenues, compared to $358.4$319.5 million or 7.2%7.7% of net revenues in 2023.2024. The level of the Company’s advertising expense is generally impacted by revenue mix, as well as the amount and type of theatrical releases and television programming delivered. The Advertising expense decrease during 20242025 was primarily driven by the saleConsumer Products segment, which decreased $30.3 million, as the Company sought measures to reduce variable expenses to offset the operating profit impact of tariffs. The reduction in Consumer Products spend was offset by additional spend necessary to support top line growth opportunities within the Grow Brands category, specifically an increase of $28.8 million within the Wizards of the eOne FilmCoast and TVDigital business,Gaming along with declines in the advertising expense in the Consumer Products segment due to lower net revenues.segment.

Added

Amortization of Intangible Assets: Amortization of intangible assets remained relatively flat at $66.0 million, or 1.4% of net revenues, in 2025 compared to $68.3 million, or 1.7% of net revenues, in 2024. The amortization expense was driven by the straight-line amortization of the Company's remaining definite-lived intangible assets.

Added

Impairment of Goodwill: During 2025, the Company recorded a $1,021.9 million non-cash goodwill impairment charge associated with goodwill assigned to reporting units within the Company's Consumer Products segment. There were no goodwill impairment charges during 2024. Refer to Note 8, Goodwill and Intangible Assets, in our notes to consolidated financial statements for further details.

Removed

Amortization of Intangible Assets: Amortization of intangible assets decreased to $68.3 million, or 1.7% of net revenues, in 2024 compared to $83.0 million, or 1.7% of net revenues, in 2023. The decrease in 2024 reflects lower definite lived intangible assets due to the sale of the eOne Film and TV business and impairments taken in 2023. See further detail of impairments taken in 2023 in Note 7, Goodwill and Intangible Assets, in our consolidated financial statements for additional information on impairment of intangible assets.

Removed

Impairment of Goodwill: There were no goodwill impairment charges during 2024. During 2023, the Company recorded $1,191.2 million of non-cash goodwill impairment charges associated with goodwill assigned to the Company's Film and TV reporting unit. See further detail in Note 7, Goodwill and Intangible Assets, in our consolidated financial statements related to the goodwill impairment charges.

Reworded

Loss on Disposal of Business: Loss on disposal of business decreased to $25.0 million, or 0.5% of net revenues, in 2025 compared to $37.4 million, or 0.9% of net revenues, in 2024 compared to $539.0 million, or 10.8% of net revenues, in 2023.2024. The Loss on disposal of business for both periods represents the loss recognized associated with the saledivestiture of the Company's non-core film and TV business (the "eOne Film and TV business") within the Entertainment segmentsegment. duringRefer 2023. Seeto Note 3, Sale of Entertainment One Film and TV Business, in our notes to consolidated financial statements for additional information on the sale of the eOne Film and TV business.

Reworded

Selling, Distribution and Administration Expenses: Selling, distribution and administration expenses decreased to $1,173.9 million, or 25.0% of net revenues in 2025, from $1,213.2 million, or 29.3% of net revenues in 2024, from $1,480.4 million, or 29.6% of net revenues, in 2023.2024. The decrease in Selling, distribution and administration expenses in dollars and as a percent of net revenues during the2025 compared to 2024 primarily reflects lower administrative expenses due to cost savings initiatives, a prior year intangible asset impairment charges of $65.0 million related to the Company's eOne trademark intangible asset and $51.0 million related to the Company's PJ MASKS intangible asset, along with a non-recurring stock-compensation favorable adjustment of $18.1 million recorded during the first quarter of 2024, partially offset by a non-recurring $31.1 million expense related to historical environmental exposures recorded during 2024, partially offset by a non-recurring stock-compensation adjustment of $18.1 million recorded during 2024, as discussed in Note 1, Summary of Significant Accounting Policies, in our notes to consolidated financial statements.

Reworded

NON-OPERATING EXPENSE (INCOME)

Added

Interest Expense: Interest expense totaled $163.4 million in 2025 compared to $171.2 million in 2024. The decrease in Interest expense in 2025 primarily reflects lower average outstanding borrowings in 2025 as compared to 2024. These decreases were partially offset by a higher average interest rate on the outstanding borrowings.

Removed

Interest Expense: Interest expense totaled $171.2 million in 2024 compared to $186.3 million in 2023. The decrease in Interest expense during 2024 primarily reflects lower average outstanding borrowings in 2024 as compared to 2023 due to the assumption of the production financing borrowings by Lionsgate as part of the eOne Film and TV business and due to the retirement of the Company's variable-rate Five-Year term loan using proceeds from the sale of the eOne Film and TV business, both occurring during the fourth quarter of 2023, the full payment of the 2024 Notes and repurchases of the 2026 Notes during the fourth quarter of 2024. These decreases were partially offset by the issuance of the 2034 Notes (see Liquidity and Capital Resources discussion below for further information including description of the partial payments of the 2026 Notes and the issuance of the 2034 Notes).

Reworded

Interest Income: Interest income was $28.6 million in 2025 compared to $47.3 million in 20242024. compared to $23.0 million in 2023. HigherLower Interest income in 20242025 primarily reflects earnings on the Company's investments in U.S. Treasury bills, which were substantially higher average interest rates in 2024 when compared to 2023, along with the Company's investment in short-term treasury bills in connection with the issuance of the 2034 Notes that fully matured in the fourth quarter of 2024 (see Liquidity and Capital Resources discussion below for further information including description of the 2034 Notes).2025.

Reworded

Other Expense,(income) expense, Net: Other expense,income, net was $21.7 million in 2025 compared to other expense of $69.1 million in 2024 compared to2024. Other (income) expense, net of $7.0 million in 2023. The change in Other expense, net during 2024 was driven primarilyimpacted by an impairment loss of $78.2 million related to our joint venture investment in the Discovery Family Channel as discussed in Note 8,9, Equity Method Investment, in our notes to consolidated financial statements. The remainder of the change in Other (income) expense, net was primarily driven by foreign currency exchange gains and losses experienced during 2025 as compared to those experienced during 2024.

Added

Income tax expense totaled $216.2 million on pre-tax loss of $102.0 million during 2025 compared to income tax expense of $102.6 million on pre-tax income of $497.0 million during 2024. Both periods were impacted by discrete tax events. During 2025, the Company recorded a non-cash goodwill impairment within the Consumer Products segment of $1,021.9 million with an associated tax benefit of $5.4 million and an unfavorable adjustment to Loss on disposal of the eOne Film and TV business of $25.0 million with no associated tax benefit. For 2024, the Company had a $37.4 million unfavorable adjustment to Loss on disposal of the eOne Film and TV business with no associated tax benefit.

Added

The effective tax rates for 2025 and 2024 were (212.1)% and 20.7%, respectively. The change in the effective rate from 2024 to 2025 is primarily driven by the non-cash impairment of goodwill with no material tax benefit.

Added

Exclusive of the impairment of goodwill and the unfavorable adjustment to the Loss on disposal of the eOne Film and TV business, the Company recorded a net discrete tax expense of $2.3 million compared to a net discrete tax benefit of $13.1 million during 2024. The net discrete tax expense recorded in 2025 is primarily associated with net valuation allowances recorded during the year. The net discrete tax benefit recorded in 2024 is primarily associated with a benefit from the release of uncertain tax positions for certain statute of limitation expirations, and favorable return to provision adjustments.

Removed

Income tax expense totaled $102.6 million on pre-tax income of $497.0 million during 2024 compared to an income tax benefit of $221.3 million on pre-tax loss of $1,709.1 million during 2023. During 2024, the Company incurred a $37.4 million unfavorable adjustment to the 2023 Loss on sale of the Film & TV reporting unit with no corresponding tax benefit. Absent the unfavorable adjustment to the loss on sale with no corresponding tax benefit, the Company recorded a net discrete tax benefit of $13.1 million, primarily associated with a benefit from the release of uncertain tax positions for certain statute of limitation expirations, and favorable return to provision adjustments. Fiscal year 2023 includes discrete items related to an impairment of goodwill in our Family Brands reporting unit of $960.0 million with no tax benefit and an impairment of goodwill in the Film and TV reporting unit of $231.2 million with no tax benefit. Exclusive of the goodwill impairments, the Company recorded a net discrete tax benefit of $278.7 million. This benefit is primarily related to two items: (i) the Company recognized tax benefits of $124.0 million associated with the impairment of trade names in our Film and TV reporting unit, as well as loss on assets held for sale, and (ii) during 2023, the Company concluded its discussions with the tax authorities in Switzerland as to the application of the grandfathering rules related to 2020 Swiss Tax Reform. This resulted in the recording of a deferred tax asset of $135.6 million related to tax intangibles that will be amortized over time and result in a future cash tax benefit. This treatment applies starting in 2021.

Reworded

SubsequentWe previously considered the earnings in our non-U.S. subsidiaries to thebe Unitedindefinitely Statesreinvested passingand, theaccordingly, Taxrecorded Cutsno anddeferred Jobsincome Act (the "Tax Act"), the Company has greater flexibility to manage cash globally. The Company intends to repatriate the accumulated foreign earnings as needed from time to time.taxes. The Company still has significant cash needs outside the United States and continues to consistently monitor and analyze its global working capital and cash requirements. However, we intend to repatriate substantially all of our accumulated foreign earnings when appropriate. As of 2024,December 28, 2025, we have recorded $4.6$5.3 million of foreign withholding and U.S. state income tax liability. The Company will continue to record additional tax effects, if any, in the period that the on-goingongoing distribution analysis is completed and is able to make reasonable estimates.

Added

We are subject to income and other taxes in the U.S. (federal and state) and foreign jurisdictions. Changes to these laws or regulations may impact our tax liabilities. On July 4, 2025, the One Big Beautiful Bill Act ("OBBBA") was signed into law with certain provisions effective in 2025 and other provisions becoming effective in 2026. The OBBBA provisions include the restoration of full expensing for domestic research and development expenses, reinstatement of accelerated depreciation on qualified capital expenditures, and modifications to the international tax framework, among other items. The OBBBA also provides for an election to accelerate the deduction of the remaining unamortized domestic research and development expenses capitalized previously. For fiscal year 2025, the primary impact of the OBBBA to the Company was the accelerated expensing of domestic research and development costs which decreased our income eligible for foreign-derived intangible income ("FDII"), reduced our deferred tax assets, and reduced our current income tax liability. Other OBBBA changes did not have a material impact on the Company's consolidated financial statements in the current year, we are assessing the impact of OBBBA on the consolidated financial statements for future periods.

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As a global company, we review changes in all global tax laws. In 2025 and 2024 no changes, other than those discussed above, materially impacted our Consolidated Financial Statements.

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Tax laws are regularly being re-examined and evaluated globally. The Organization for Economic Co-operation and Development ("OECD") has a framework to implement a global minimum corporate tax of 15% for companies with global revenues and profits above certain thresholds (referred to as "Pillar 2"). Certain aspects of Pillar 2 were effective in 2024, which were not material to the Company’s financial statements, and other aspects are effective January 1, 2025. Many non-US tax jurisdictions have either (i) enacted legislation to adopt certain components of Pillar 2 beginning in 2024 (including the European Union Member States) with delayed adoption of other components; or (ii) announced their plans to enact legislation in future years. We continue to evaluate the impacts of enacted and pending legislation related to Pillar 2 in our non-US tax jurisdictions.

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The summary that follows provides a discussion of the results of operations of our segments: Consumer Products, Wizards of the Coast & Digital GamingGaming, Consumer Products and Entertainment. Corporate and Other, which does not meet the criteria to be an operating segment, provides management and administrative services to the Company's principal reporting segments and consists of unallocated corporate expenses and administrative costs and activities not considered when evaluating segment performance as well as certain assets benefiting more than one segment.

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(1) % Change is not meaningful ("NM") for these segments.

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The following table presents Wizards of the Coast and Digital Gaming segment net revenues by category for 2025 and 2024:

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Wizards of the Coast and Digital Gaming segment net revenues increased 44.7% in 2025 compared to 2024. Tabletop Gaming revenue increased 62.2% behind growth of $638.2 million in MAGIC: THE GATHERING, primarily due to strong demand for Universes Beyond sets such as Final Fantasy, Marvel's Spider-Man, and Avatar: The Last Airbender as well as various backlist titles. Digital and Licensed Gaming increased 6.1% due to strong results for MONOPOLY GO!, which contributed $168.0 million of revenue in 2025 compared to $112.2 million of revenue in 2024.

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Wizards of the Coast and Digital Gaming segment operating profit increased $374.8 million to $1,006.8 million in 2025, compared to $632.0 million in 2024. The increase in operating profit in dollars is directly attributable to the revenue growth as discussed above. Segment operating profit margin increased to 46.0% in 2025 from 41.8% in 2024, primarily driven by increased net revenue and product mix in 2025 as compared to 2024.

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Consumer Products segment net revenues decreased 4.2% in 2025 compared to 2024 primarily driven by reduced sales volumes, which was impacted by broader industry trends and tariff-related impacts to North America, partially offset by strong performance in Europe. While the Company had growth in brands such as BEYBLADE, MARVEL, MONOPOLY, and TRANSFORMERS, the growth was more than offset by lower net revenue for brands such as NERF, MY LITTLE PONY, and PLAY-DOH. The decline associated with MY LITTLE PONY was attributed to the lapping of 2024 licensing revenue related to MY LITTLE PONY trading cards, which resulted in a decrease of $40.5 million, or 47.0%, year-over-year.

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Consumer Products segment operating results decreased $1,057.9 million to an operating loss of $942.6 million in 2025, compared to operating profit of $115.3 million in 2024. Operating profit margin decreased to (38.7)% of net revenues in 2025 from an operating margin of 4.5% of net revenues in 2024. The decrease in operating profit in 2025 in both dollars and percent was driven by the declines in revenue, discussed above, a non-cash goodwill impairment charge of $1,021.9 million recorded in 2025, and approximately $44.9 million of tariff costs recognized in Cost of sales. The declines were partially offset by savings realized from the Company's cost savings and transformation initiatives. Refer to Note 8, Goodwill and Intangible Assets, in our notes to consolidated financial statements for further details related to goodwill.

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Consumer Products segment net revenues decreased 12% in 2024 compared to 2023 primarily driven by exited businesses, including out-licensing certain brands, shifts in product mix, reduced closeout sales as a result of last year's inventory clean up initiatives, and broader industry trends, . The net revenue decrease primarily reflects lower net revenues from NERF, STAR WARS and MARVEL products, POWER RANGERS, Hasbro Gaming, and TRANSFORMERS. The net revenue decrease from lower net revenues from the Company's products for STAR WARS and MARVEL benefited from a slate of entertainment releases in prior years without a more recent release entertainment release to support revenue in 2024. Additionally, net revenues from TRANSFORMERS products in 2023 were supported by the June 2023 theatrical release of TRANSFORMERS: Rise of the Beasts compared to the late September 2024 theatrical release of Transformers One. These revenue decreases were partially offset by revenue contributions from FURBY products following the Company's reintroduction of the brand and refreshed product line during the second quarter of 2023, BEYBLADE products following the Company's refreshed product line in 2024, and licensing revenue for MY LITTLE PONY trading cards.

Removed

Consumer Products segment operating results increased $180.0 million to an operating income of $115.3 million in 2024, compared to an operating loss of $64.7 million in 2023. Operating profit margin increase to 4.5% of net revenues in 2024 from an operating loss margin of 2.2% of net revenues in 2023. The increase in operating profit in 2024 was driven by favorable licensing product mix, supply chain productivity, and cost savings realized from cost savings initiatives, partially offset by the lower sale volumes contributions.

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The following table presents Wizards of the Coast and Digital Gaming segment net revenues by category for 2024 and 2023:

Removed

Wizards of the Coast and Digital Gaming segment net revenues increased 4% in 2024 compared to 2023. Tabletop Gaming revenue decreased 3% primarily attributable to timing releases for MAGIC: THE GATHERING sets resulting in few releases in 2024 as compared to 2023. Digital and Licensed Gaming increased 22% due to strong demand for MONOPOLY GO!, partially offset by the decrease in net revenue recognized from the digital licensing of Baldur's Gate 3, the DUNGEONS & DRAGONS-based role-playing video game that was released during the third quarter 2023.

Removed

Wizards of the Coast and Digital Gaming segment operating profit increased $106.3 million to $632.0 million in 2024, compared to $525.7 million in 2023. Operating profit margin increased to 41.8% in 2024 from 36.1% in 2023. The increase in operating profit was primarily driven by increased net revenues, contributions from higher digital licensing revenue mix, lower royalty expense, and cost savings initiatives.

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Entertainment segment net revenues decreased 88%4.4% in 20242025 compared to 20232024, primarily driven by lowerthe net revenues as a resulttiming of theentertainment salestreaming of the eOne Film and TV business during the fourth quarter of 2023.renewals.

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Entertainment segment operating profit increased to $0.4 million, compared to an operating loss of $1.6 million in 2024. The increase in Entertainment segment operating results was driven by a decrease of $12.4 million in Loss on disposal of business related to the sale of the eOne Film and TV business in 2025 as compared to 2024. Refer to Note 3, Sale of Entertainment One Film and TV Business, to the notes to consolidated financial statements for further details. The favorability was offset by lower segment net revenues due the timing of entertainment streaming renewals and a decrease of $16.2 million in royalty income allocated to the Entertainment segment driven by the decrease in sales volumes within the Consumer Products segment, partially offset by $13.5 million of lower program cost amortization.

Removed

The Entertainment segment operating loss increased to an operating loss of $1.6 million, compared to an operating loss of $1,911.5 million in 2023. The increase in Entertainment segment operating results in 2024 was driven by non-cash impairment charges in 2023 comprised of a goodwill impairment charge of $1,191.2 million primarily associated Company's eOne Film and TV business; a loss on disposal of business of $539.0 million related to the sale of the eOne Film and TV business; and intangible asset impairment charges of $65.0 million and $51.0 million related to definite-lived intangible assets for the eOne Trademark and PJ MASKS, respectively.

Showing the first 60 of 92 changed paragraphs. The complete comparison will be part of Pro (coming soon). Meanwhile you can read the full text in the original filing.

What changed in the latest 10-Q

Comparing 10-Q filed 2026-07-30 (period ending 2026-06-28) with 10-Q filed 2026-05-13 (period ending 2026-03-29).

Risk Factors (10-Q Part II, Item 1A)

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DespiteAny ourfurther effortsincidents to control and remediate the impacts and risks related to theof unauthorized access tocould ourresult network, the duration and magnitude of the related operational disruption may be greater than we currently anticipate; the effectiveness of our response, our business continuity plans and our ongoing assessment of the impact of the unauthorized access may be inadequate and thus fail to preventin adverse effects on our business, operations, financial results, and financial reporting; and any further impacts related to the unauthorized access or other similar unauthorized activity may result in increased costs, including from any legal proceedings. For more information, refer to Part I, Item 2. “Management’s Discussion and Analysis of Financial Condition and Results of Operation – Unauthorized Network Access” and Note 2 "Unauthorized Network Access.”"
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For example, in late March 2026, we identified unauthorized access to our network. Upon discovery, we promptly activated our security incident response protocols, implemented containment measures, including proactively taking certain systems offline, and launched an investigation with the assistance of third-party cybersecurity professionals. Based on analysis with the assistanceAs of outsideJune cybersecurity28, experts and information to date, we believe2026, the unauthorized access has been contained and wethe areCompany making progress inhas fully restoringrestored our systems and returned to standard business operations.
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We and our third-party manufacturers and other business partners maintain significant amounts of data electronically in locations around the world and in the cloud. This data relates to all aspects of our business, including current and future products and entertainment under development, and also contains certain customer, consumer, supplier, partner and employee data. We and our partners maintain systems and processes designed to protect this data, but notwithstanding such protective systems and processes, there have been, and in the future may be, intrusions, cyber-attacks, tampering, or other authorizedunauthorized access, whether intentional or unintentional, that have compromised, and could in the future, compromise the integrity and privacy of this data. Intrusions, cyber-attacks, tampering, and other unauthorized access continue to increase in frequency, sophistication and intensity, and are becoming increasingly difficult to detect and prevent. They are often carried out by motivated, well-resourced, skilled and persistent actors, including nation states, organized crime groups, “hacktivists” and employees or contractors acting with malicious intent. Intrusions, cyber-attacks, tampering, and other unauthorized access could include the deployment of harmful malware and key loggers, ransomware, a denial-of-service attack, a malicious website, artificial intelligence, the use of social engineering and other means to affect the confidentiality, integrity and availability of our or third-party technology systems and data. Intrusions, cyber-attacks, tampering, and other unauthorized access could also include supply chain attacks, which could cause a delay in the manufacturing of our products. In addition, we provide confidential and proprietary information to our third-party manufacturers and business partners to conduct our business. While we obtain assurances from those parties that they have systems and processes in place to protect such data, and where applicable, that they will take steps to assure the protections of such data by third parties, those manufacturers and partners may also be subject to data intrusion or otherwise compromise the protection of such data. The risk of data loss or breaches is heightened during uncertain economic times, changes in business strategy and reductions in workforce. Any compromise of the confidential data of our customers, consumers, suppliers, partners, employees or ourselves, or failure to prevent or mitigate the loss of or damage to this data through breach of our information technology systems, or those of our third party manufacturers and other business partners, as well as any related security incident response, containment, remediation, or mitigation efforts, could substantially disrupt our operations, result in delays of shipping products, result in delays in making or receiving payments, harm our customers, consumers, employees and other business partners, damage our reputation, violate applicable laws and regulations, subject us to potentially significant costs and liabilities and/or result in a loss of business that could be material.

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For example, in late March 2026, we identified unauthorized access to our network. Upon discovery, we promptly activated our security incident response protocols, implemented containment measures, including proactively taking certain systems offline, and launched an investigation with the assistance of third-party cybersecurity professionals. Based on analysis with the assistanceAs of outsideJune cybersecurity28, experts and information to date, we believe2026, the unauthorized access has been contained and wethe areCompany making progress inhas fully restoringrestored our systems and returned to standard business operations.

Reworded

DespiteAny ourfurther effortsincidents to control and remediate the impacts and risks related to theof unauthorized access tocould ourresult network, the duration and magnitude of the related operational disruption may be greater than we currently anticipate; the effectiveness of our response, our business continuity plans and our ongoing assessment of the impact of the unauthorized access may be inadequate and thus fail to preventin adverse effects on our business, operations, financial results, and financial reporting; and any further impacts related to the unauthorized access or other similar unauthorized activity may result in increased costs, including from any legal proceedings. For more information, refer to Part I, Item 2. “Management’s Discussion and Analysis of Financial Condition and Results of Operation – Unauthorized Network Access” and Note 2 "Unauthorized Network Access.”"

Management's Discussion & Analysis (MD&A) (10-Q Part I, Item 2)

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New heading “(1) During the first quarter of 2026, the classification of brands within these categories was reviewed and certain brands were reclassified based on changes in growth, profitability or other characteristics. As such, the respective historical revenues associated within these brands has been reclassified into the brands' new brand category.”

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New heading “SEGMENT RESULTS”

New heading “(1) % Change is not meaningful ("NM") for these segments”

New heading “Wizards of the Coast and Digital Gaming Segment”

New heading “Consumer Products Segment”

New heading “Entertainment Segment”

New heading “Corporate and Other”

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“Consumer Products segment operating loss for the first six months of 2026 was $62.0 million, or 7.2% of segment net revenues, compared to a segment operating loss of $1,073.5 million, or 127.7% of segment net revenues, for the first six months of 2025. The change in operating loss in the first six months of 2026 was primarily driven by the non-cash goodwill impairment charge of $1,021.9 million recorded during 2025, offset by tariff costs in 2026 of approximately $14.5 million.”
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Consumer Products segment operating loss for the firstsecond quarter of 2026 was $47.5$14.5 million, or 11.9%3.1% of segment net revenues, compared to a segment operating loss of $43.9$1,029.5 million, or 11.0%232.7% of segment net revenues, for the firstsecond quarter of 2025. The increasechange in operating loss in the firstsecond quarter of 2026 was driven primarily by increasedthe non-cash goodwill impairment charge of $1,021.9 million recorded during the second quarter of 2025, offset by tariff costs associated with tariffs of approximately $8.3$6.2 million.
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New text topics: impairment, goodwill
“The Company recorded an operating profit of $252.5 million and $522.8 million for the three and six months ended June 28, 2026, respectively, as compared to an operating loss of $798.2 million and $627.5 million for the three and six months ended June 29, 2025, respectively. The change in operating profit was driven by the improved revenue growth discussed above, as well as a one-time $1,021.9 million non-cash goodwill impairment recorded in the Consumer Products segment in the second quarter of 2025. No such impairment occurred during the three and six months ended June 28, 2026.”
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New text topics: impairment, goodwill
“During the first six months of 2026, the Company recorded a net discrete tax benefit of $9.8 million primarily associated with share-based compensation. During the first six months of 2025, the Company recorded a non-cash goodwill impairment within the Consumer Products segment of $1,021.9 million and an unfavorable adjustment to the Loss on disposal of the eOne Film and TV business of $25.0 million. Neither adjustment had a corresponding tax benefit. The Company also recorded a net discrete tax benefit of $6.2 million, primarily associated with the release of a valuation allowance.”
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During the firstsecond quarter of 2026, the Company recorded a net discrete tax benefit of $8.8$1.0 million primarily associated with share-basedthe compensation.release of uncertain tax positions resulting from the expiration of certain international statutes of limitations. During the firstsecond quarter of 2025, the Company recorded ana unfavorablenon-cash adjustmentgoodwill toimpairment within the LossConsumer onProducts Salesegment of $1,021.9 million with no corresponding tax benefit. Exclusive of the Film and TV reporting unitimpairment of $25.0goodwill, million,the whichCompany generated no tax benefit, and recognizedrecorded a net discrete tax benefit of $0.3$5.9 millionmillion, primarily associated with share-basedthe compensation.release of a valuation allowance.
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New text
“(1) During the first quarter of 2026, the classification of brands within these categories was reviewed and certain brands were reclassified based on changes in growth, profitability or other characteristics. As such, the respective historical revenues associated within these brands has been reclassified into the brands' new brand category.”
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Reworded

Hasbro, Inc. (“Hasbro”) is a leading game, intellectual property ("IP"), and toy company whose mission is to create joy and community through the magic of play. With over 100 years of expertise, we deliver play experiences to kids, families, and fans around the world, through physical and digital games, video games, toys, licensed consumer products, location-based entertainment, film, TV and more.

Reworded

In fiscal year 2025, we launched our refreshed strategy "Playing to Win" to refocus the Company on inspiring a lifetime of play across more categories, more partners, and more ways to engage. Through play fueled brand engagement and partner scaled co-investment, including video games, artificial intelligence ("AI"), enabled entertainment, and licensing, we plan to expand our consumer reach as a games, IP, and toy company.

Reworded

In the first quarterhalf of 2026, wewe've made exciting new steps on executing the Playing Toto Win strategy, including:

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•The release of Marvel Super Heroes, along with all past and future Marvel sets, within Magic: The Gathering Arena, allowing players to jump into the Marvel Universe through Hasbro's online adaption of the iconic Magic: The Gathering card game.

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•The launch of Sixth Wall Studio, a new AI studio dedicated to bringing iconic characters into the AI era through new channels, such as behavioral licensing.

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•The launch of LUMEE, a joint venture with Animaj, that will unite our digital advertising inventory and insights to power advertising sales and brand partnerships within the Entertainment segment.

Reworded

Significant changes in trade policy announced by the U.S. government could adversely impact our forward-looking financial results. The Company monitors the impact of tariffs to its business operations on an ongoing basis and may need to implement actions such as price adjustments or making changes in our supply chain sourcing strategies in order to mitigate the impact of tariffs in future periods. The impacts of tariffs may lead to reduced economic activity, increased costs, reduced demand and changes in purchasing behaviors for some or all of our products, actual or potential impairments, write-downs or unrealizability of some of our existing assets, or other economic outcomes that could have a material adverse impact on our sales volumes, prices, and our financial results. During the first three and six months of 2026, the Company recognized approximately $8.3$9.4 million and $17.7 million of tariff costs within Cost of sales.sales, respectively.

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On February 20, 2026, the U.S. Supreme Court issued a ruling against the International Emergency Economic Powers Act ("IEEPA") tariffs that we and other companies paid to the U.S. government since the enactment on April 2, 2025. In the third quarter of 2026, we made our first application to the U.S. Customs and Border Protection ("CBP") agency seeking a refund for a majority of the IEEPA tariffs we paid, and we plan to submit additional applications later this year when we are permitted. The ultimate timing and amounts received is uncertain and subject to processing by the CBP. These amounts could impact our results in 2026.

Removed

On February 20, 2026, the U.S. Supreme Court issued a ruling against the International Emergency Economic Powers Act ("IEEPA") tariffs that we have been paying to the U.S. government since the enactment on April 2, 2025. This could impact our results in 2026 and we are continuing to evaluate the accounting impacts including our ability to apply for and obtain refunds on tariffs previously paid.

Reworded

In late March 2026, wethe Company identified unauthorized access to our network. Upon discovery, wethe Company promptly activated ourits security incident response protocols, implemented containment measures, including proactively taking certain systems offline, and launched an investigation with the assistance of third-party cybersecurity professionals. Based on analysis withSimultaneously, the assistanceCompany implemented its business continuity plans, including manual ordering and processing procedures at a reduced rate of outsideoperations cybersecurityin experts and informationorder to date,continue weservicing believeits the unauthorized access has been contained and we are making progress in fully restoring our systems and operations.customers.

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The impacts of these system disruptions included order processing, shipping, and invoicing delays, resulting in a negative impact on net sales and operating profit during the second quarter, particularly within the Consumer Products segment. As of June 28, 2026, the Company has since returned to pre-incident order processing, shipping, and invoicing practices.

Added

The Company also incurred incremental expenses of approximately $10.8 million during the three and six months ended June 28, 2026 as a result of the unauthorized network access, including for third-party IT recovery and forensic experts, professional services and other costs incurred to investigate and remediate the attack. The Company expects to incur a less significant amount of additional costs related to the incident in future periods. The Company has not recognized any insurance proceeds during the three months ended June 28, 2026 related to the unauthorized network access. The timing of recognizing insurance recoveries, if any, may differ from the timing of recognizing the associated expenses.

Removed

This unauthorized access did not impact our financial results for the first quarter. Due to the Company’s implementation of containment measures, certain systems were proactively taken offline and were subsequently or are currently being brought online sequentially. We are continuing to work with cybersecurity and forensic experts to identify and review any files potentially impacted. We plan to take additional actions as appropriate based on our review and findings, including providing any notifications deemed appropriate.

Removed

We have continued to execute business continuity plans to enable us to take orders, ship product and conduct other key operations. Importantly, MAGIC: THE GATHERING shipments and its release cadence continued as planned in the second quarter, including the April 2026 release of Secrets of Strixhaven. For the Consumer Products segment, we have been shipping product, but we do anticipate some impact to second quarter revenues and operating profit due to expected order processing, shipping and invoicing delays. Given continued strength in point-of-sale, the expectation is that the majority of any delayed shipping in the second quarter will be made up in the back-half of 2026.

Removed

During the second quarter of 2026, we began incurring costs related to the unauthorized network access, including legal and remediation costs. We plan to seek reimbursement of certain costs, expenses and losses related thereto by submitting claims to our cybersecurity insurers. While the receipt, timing and amount of any such reimbursements are not known at this time, we are currently in the process of documenting our claims.

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The Company experienced an increase inCompany's revenue increased from $887.1$980.8 million for the three months ended MarchJune 30,29, 2025 to $1,000.2$1,139.6 million for the three months ended MarchJune 29,28, 2026. The increase in revenue is driven primarily by growth in our Wizards of the Coast and Digital Gaming segment, inclusivespecifically of increased demand for bothwithin tabletop andgaming licenseddriven digitalby gaming.Magic: The Gathering.

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The CompanyCompany's alsorevenue had an increase in operating profitincreased from $170.7$1,867.9 million for the threesix months ended MarchJune 30,29, 2025 to $270.3$2,139.8 million for the threesix months ended MarchJune 29,28, 2026. ThisThe increase in operating profitrevenue is driven primarily driven by the revenue growth discussedin above,our asWizards well as benefits from cost savings initiatives that have occurred overof the lastCoast 12and months.Digital Gaming segment, specifically within tabletop gaming.

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The Company recorded an operating profit of $252.5 million and $522.8 million for the three and six months ended June 28, 2026, respectively, as compared to an operating loss of $798.2 million and $627.5 million for the three and six months ended June 29, 2025, respectively. The change in operating profit was driven by the improved revenue growth discussed above, as well as a one-time $1,021.9 million non-cash goodwill impairment recorded in the Consumer Products segment in the second quarter of 2025. No such impairment occurred during the three and six months ended June 28, 2026.

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See below for further discussion on the consolidated and segment results of operations for the three and six months ended MarchJune 29,28, 2026 and MarchJune 30,29, 2025.

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The following table presents the consolidated results of operations for the three months ended MarchJune 29,28, 2026 and MarchJune 30,29, 2025:

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Net revenues – Net revenues for the firstsecond quarter of 2026 increased 12.7%16.2% to $1,000.2$1,139.6 million from $887.1$980.8 million for the firstsecond quarter of 2025 primarily driven by growth of $119.9$141.4 million, or 25.9%,27.1%, in the Wizards of the Coast and Digital Gaming segment and $20.6 million, or 4.7%, in the Consumer Products segment. This growth was partially offset by a $6.4$3.2 million, or 24.0%,20%, decrease in the Entertainment segment as well as a $0.4 million, or 0.1%, decrease in the Consumer Products segment. See the Segment Results discussion below for further details.

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(1) During the first quarter of 2026, the classification of brands within these categories was reviewed and certain brands were reclassified based on changes in growth, profitability or other characteristics. As such, the respective historical revenues associated within these brands has been reclassified into the brands' new brand category.

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GROW BRANDS: Net revenues in the Grow Brands portfolio increased $126.7$164.3 million, or 19.2%,22.2%, in the firstsecond quarter of 2026, compared to the firstsecond quarter of 2025. The net revenue increase primarily reflects higher net revenues from MAGICMagic: THEThe GATHERING,Gathering, which grew by $123.3$133.3 million, or 35.6%,32.3%, driven by strong performance of theSecrets Lorwynof EclipsedStrixhaven, andas well as the Teenage Mutant Ninja Turtles Universes Beyond Marvel Super Heroes set released during the quarter. Growth in this category was also impacted by increased demand in toys and games associated with the licensed Marvel and Star Wars brands, driven by a strong content slate in 2026 with no comparable releases in the firstprior quarter of 2026.year.

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OPTIMIZE BRANDS: Net revenues in the Optimize Brands portfolio decreased $3.8$8.2 million, or 2.9%,5.1%, in the firstsecond quarter of 2026, compared to the firstsecond quarter of 2025, driven by lower net revenues from TRANSFORMERSPlay-Doh and PLAY-DOH.Duel Masters. The declines were partially offset with an increase in net revenue from GI JOE.Joe.

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REINVENT BRANDS: Net revenues in the Reinvent Brands portfolio decreasedincreased $9.8$2.7 million, or 10.3%,3.4%, in the firstsecond quarter of 2026 compared to the firstsecond quarter of 2025. The net revenue decreaseincrease is primarily driven by lowerhigher product sales for Beyblade and other vault brands, partially offset by higherlower sales in BEY BLADENerf and NANOMALS.Furby.

Reworded

Cost of sales – Cost of sales for the firstsecond quarter of 2026 was $236.1$272.4 million, or 23.6%23.9% of net revenues, compared to $204.5$225.3 million, or 23.1%23.0% of net revenues, for the firstsecond quarter of 2025. The increase in cost of sales was primarily the result of an increase in net revenues period over period, shift in product mix, as well as approximately $8.3$9.4 million of incremental cost related to the impacts of tariffs, primarily as it relates to products imported into the United States to be sold domestically.

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Program cost amortization – Program cost amortization decreased to $4.0$3.1 million, or 0.4%0.3% of net revenues, for the firstsecond quarter of 2026 from $7.4$6.2 million, or 0.8%0.6% of net revenues, for the firstsecond quarter of 2025. Program costs are capitalized as incurred and amortized primarily using the individual-film-forecast method which matches costs to the related recognized revenue and is based upon the current slate of entertainment projects.

Reworded

Royalties – Royalties for the firstsecond quarter of 2026 increased to $77.7$89.9 million, or 7.8%7.9% of net revenues, compared to $57.0$84.5 million, or 6.4%8.6% of net revenues, for the firstsecond quarter of 2025. The increase in Royalties during the firstsecond quarter of 2026 was directly driven by an increase in sales relating to MAGICMagic: THEThe GATHERINGGathering Universes Beyond sets, includingsuch Finalas Fantasy,Marvel Avatar:Super TheHeroes, Lastas Airbender,well as increased toy and Teenagegame Mutantsales Ninjaon Turtles,licensed forbrands whichsuch theas CompanyMarvel isand obligatedStar to pay a royalty.Wars.

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Product development – Product development expense for the firstsecond quarter of 2026 was $78.0$93.6 million, or 7.8%8.2% of net revenues, compared to $80.5$77.5 million, or 9.1%7.9% of net revenues, for the firstsecond quarter of 2025. The decreaseincrease in Product development expense during the firstsecond quarter of 2026 was primarily due to the Company's cost saving initiatives over the last 12 months, partially offset with higher incremental investment in the development of Grow Brands under the Company's Playing to Win strategy.

Reworded

Advertising – Advertising expense for the firstsecond quarter of 2026 was $60.4$74.8 million, or 6.0%6.6% of net revenues, compared to $55.4$63.6 million, or 6.2%6.5% of net revenues, for the firstsecond quarter of 2025. The Advertising expense increase during the firstsecond quarter of 2026 was primarily driven by additional spend necessary to support top line growth opportunities within the Grow Brands category, specifically within the Wizards of the Coast and Digital Gaming segment.

Reworded

Amortization of intangible assets – Amortization of intangible assets decreased to $14.6 million, or 1.5%1.3% of net revenues, for the firstsecond quarter of 2026, compared to $17.0$17.2 million, or 1.9%1.8% of net revenues, for the firstsecond quarter of 2025. The amortization expense was driven by the straight-line amortization of the Company's definite-lived intangible assets.

Added

Impairment of Goodwill – During the second quarter of 2025, the Company recorded a $1,021.9 million non-cash goodwill impairment charge associated with goodwill assigned to reporting units within the Company's Consumer Products segment. There was no such impairment charge recorded during the second quarter of 2026.

Removed

Loss on disposal of business – There was no Loss on disposal of business for the first quarter of 2026, compared to $25.0 million, or 2.8% of net revenues, for the first quarter of 2025. The Loss on disposal of business for 2025 represents the loss recognized associated with the divestiture of the Company's non-core film and TV business (the "eOne Film and TV business") within the Entertainment segment. Refer to Note 3, Sale of Entertainment One Film and TV Business, in our condensed notes to consolidated financial statements for additional information on the sale of the eOne Film and TV business.

Reworded

Selling, distribution and administration – Selling, distribution and administration expenses decreasedincreased to $259.1$338.7 million, or 25.9%29.7% of net revenues for the firstsecond quarter of 2026, from $269.6$282.8 million, or 30.4%28.8% of net revenues, for the firstsecond quarter of 2025. The decreaseincrease in Selling, distribution and administration expenses during the firstsecond quarter of 2026 is primarily the result of a one-time $56.4 million non-cash impairment charge related to the Company's decision to refocus the Digital Games portfolio, which included the cancellation of certain titles scheduled for release in 2028 and beyond, as well as $10.8 million of incremental costs incurred as a result of the unauthorized network access, partially offset by benefits from cost savings initiatives that have occurred over the last 12 months.

Reworded

Operating profit (loss) – Operating profit for the firstsecond quarter of 2026 was $270.3$252.5 million, or 27.0%22.2% of net revenues, compared to operating profitloss of $170.7$798.2 million, or 19.2%81.4% of net revenues, for the firstsecond quarter of 2025,2025 driven by the factors discussed above.

Removed

Interest expense – Interest expense remained flat for the first quarter of 2026 compared to first quarter of 2025, totaling $41.8 million and $41.6 million, respectively.

Reworded

Interest incomeexpense – Interest incomeexpense was $10.1$46.5 million for the firstsecond quarter of 2026, compared to $8.9$40.6 million in the firstsecond quarter of 2025. Higher Interestinterest incomeexpense in 2026 is primarily reflectsthe result of an increase in outstanding debt driven by issuance of the 2031 Notes, partially offset by debt repurchases of the Company's cashoutstanding balance2027, 2040, and investments2044 in treasury securities, which were substantially higher in 2026 as compared to 2025.Notes.

Reworded

OtherInterest (income) expense, net – Other (income) expense, net resulted inInterest income ofwas $5.5$12.9 million for the firstsecond quarter of 2026, compared to expense of $1.4$5.4 million in the firstsecond quarter of 2025. TheHigher changeInterest income in Other2026 (income)primarily expense,reflects netthe duringCompany's cash balance and investments in treasury securities, which were substantially higher in 2026 was driven primarily by variations in the movement of foreign currencies in the first quarter of 2026 whenas compared to the first quarter of 2025.

Added

Other expense (income), net – Other expense (income), net resulted in expense of $10.2 million for the second quarter of 2026, compared to income of $18.7 million in the second quarter of 2025. The change in Other expense (income), net during 2026 was driven primarily by variations in the movement of foreign currencies in the second quarter of 2026 when compared to the second quarter of 2025.

Reworded

Income tax expense totaled $44.6$47.4 million on a pre-tax income of $244.1$208.7 million in the firstsecond quarter of 2026 compared to an income tax expense of $37.1$40.0 million on pre-tax incomeloss of $136.6$814.7 million in the firstsecond quarter of 2025. Both periods were impacted by discrete tax events.

Reworded

During the firstsecond quarter of 2026, the Company recorded a net discrete tax benefit of $8.8$1.0 million primarily associated with share-basedthe compensation.release of uncertain tax positions resulting from the expiration of certain international statutes of limitations. During the firstsecond quarter of 2025, the Company recorded ana unfavorablenon-cash adjustmentgoodwill toimpairment within the LossConsumer onProducts Salesegment of $1,021.9 million with no corresponding tax benefit. Exclusive of the Film and TV reporting unitimpairment of $25.0goodwill, million,the whichCompany generated no tax benefit, and recognizedrecorded a net discrete tax benefit of $0.3$5.9 millionmillion, primarily associated with share-basedthe compensation.release of a valuation allowance.

Reworded

Absent discrete items, the tax rates for the firstsecond quarter of 2026 and 2025 were 21.9%23.2% and 23.1%,22.1%, respectively. The decreaseincrease in the base rate to 21.9% for the firstsecond quarter of 2026 relative to the firstsecond quarter of 2025 is primarily due to the mix of jurisdictions where the Company earned its profits.

Reworded

The following table presents net external revenues and operating profit for the Company's reportable segments for the three months ended June 28, 2026 and June 29, 2025:

Added

(1) % Change is not meaningful ("NM") for these segments

Reworded

Wizards of the Coast and Digital Gaming segment net revenues increased 25.9%27.1% in the firstsecond quarter of 2026 to $582.0$663.8 million from $462.1$522.4 million in the firstsecond quarter of 2025. The net revenue increase in the Wizards of the Coast and Digital Gaming segment during the firstsecond quarter of 2026 was primarily attributable to an increase in Tabletop Gaming revenue which increasedgrew 34.0%30.0% behind growthdemand in MAGICMagic: THEThe GATHERINGGathering, driven by the release of the Secrets of Strixhaven and Universes Beyond sets,Marvel primarilySuper dueHeroes to strong demand for Lorwyn Eclipsed, Teenage Mutant Ninja Turtles, as well as other various backlist titles.sets. This growth was accompanied by an increase in digital licensing revenue related to MONOPOLYMonopoly GOGo!, which contributed $41.4$44.2 million of revenue during the quarter.

Reworded

Wizards of the Coast and Digital Gaming segment operating profit was $297.7$270.0 million, or 51.2%40.7% of segment net revenues for the firstsecond quarter of 2026, compared to operating profit of $230.0$241.9 million, or 49.8%46.3% of segment net revenues, for the firstsecond quarter of 2025. Operating profit increased during the firstsecond quarter of 2026 due to increased net revenues, as discussed above. Operating margin also increaseddecreased during the firstsecond quarter of 2026, primarily driven by increaseda netone-time revenues$56.4 million non-cash impairment charge related to the Company's decision to refocus the Digital Games portfolio, which included the cancellation of certain titles scheduled for release in 2028 and product mix in 2026 as compared to 2025.beyond.

Added

Consumer Products segment net revenues increased to $463.0 million for the second quarter of 2026 compared to $442.4 million for the second quarter of 2025, primarily driven by the timing of retail orders in North America and an enhanced slate of entertainment content releases. The net revenue increase primarily reflects higher net revenues for toys and games, particularly for certain Grow Brands such as Marvel and Star Wars, which were positively impacted by an uptick in demand in advance of major theatrical releases throughout 2026 with no comparable releases in the prior year. The increase in toy and game revenues was partially offset by a decrease in licensing revenues, primarily attributable to the lapping of licensing revenue related to My Little Pony, which decreased $9.7 million.

Removed

The Consumer Products segment net revenues decreased slightly to $397.9 million for the first quarter of 2026 compared to $398.3 million for the first quarter of 2025, primarily driven by broader industry trends and timing of retail orders. The net revenue decrease primarily reflects lower net revenues driven by decreased sales volumes for certain Grow Brands such as HASBRO GAMING and Marvel, partially offset by increases in Star Wars, which was driven by increased consumer demand stemming from upcoming theatrical releases. The net revenue decrease was also attributable to decreased sales volume for certain Optimize Brands such as PLAY-DOH and TRANSFORMERS.

Reworded

Consumer Products segment operating loss for the firstsecond quarter of 2026 was $47.5$14.5 million, or 11.9%3.1% of segment net revenues, compared to a segment operating loss of $43.9$1,029.5 million, or 11.0%232.7% of segment net revenues, for the firstsecond quarter of 2025. The increasechange in operating loss in the firstsecond quarter of 2026 was driven primarily by increasedthe non-cash goodwill impairment charge of $1,021.9 million recorded during the second quarter of 2025, offset by tariff costs associated with tariffs of approximately $8.3$6.2 million.

Reworded

Entertainment segment net revenues decreased 24.0%20.0% to $20.3$12.8 million for the firstsecond quarter of 2026, compared to $26.7$16.0 million for the firstsecond quarter of 2025. The net revenue decrease in the Entertainment segment during the firstsecond quarter of 2026 was driven primarily by the timing of entertainment streaming renewals,renewals partiallyand offsetother withcontent continued momentum relating to investments in the PEPPA PIG brand.deals.

Reworded

Entertainment segment operating profit was $17.3$5.6 million, or 85.2%43.8% of segment net revenues for the firstsecond quarter of 2026, compared to an operating lossprofit of $11.2$6.1 million, or 41.9%38.1% of segment net revenues for the firstsecond quarter of 2025. The increasedecrease in operating profit in the Entertainment segment operating results during the firstsecond quarter of 2026 was primarily driven by the non-recurring $25.0 million Loss on disposal of business that was recordeddecrease in 2025.revenue discussed above.

Reworded

Corporate and Other operating profitloss was $2.8$8.6 million for the firstsecond quarter of 2026 compared to an operating loss of $4.2$16.7 million for the firstsecond quarter of 2025. The increasechange in operating profitloss in the firstsecond quarter of 2026 as compared to the firstsecond quarter of 2025 primarily reflects the impacts of cost saving initiatives at the Company.Company over the last 12 months, partially offset by incremental costs incurred related to the unauthorized network access described above.

Added

RESULTS OF OPERATIONS

Added

The following table presents the consolidated results of operations for the six months ended June 28, 2026 and June 29, 2025:

Added

Net revenues – Net revenues for the first six months of 2026 increased 14.6% to $2,139.8 million from $1,867.9 million for the first six months of 2025, primarily driven by a $261.3 million, or 26.5%, increase in the Wizards of the Coast and Digital Gaming segment as well as a $20.2 million, or 2.4%, increase in the Consumer Products segment, offset by a $9.6 million, or 22.5%, decrease in the Entertainment segment. See the Segment Results discussion below for further details.

Added

The following table presents net revenues by brand portfolio category:

Added

(1) During the first quarter of 2026, the classification of brands within these categories was reviewed and certain brands were reclassified based on changes in growth, profitability or other characteristics. As such, the respective historical revenues associated within these brands has been reclassified into the brands' new brand category.

Added

GROW BRANDS: Net revenues in the Grow Brands portfolio increased $291.0 million, or 20.8%, in the first six months of 2026, compared to the first six months of 2025. The net revenue increase primarily reflects higher net revenues from Magic: The Gathering, which grew by $256.6 million, or 33.8%, driven by strong performance of Lorwyn Eclipsed and Secrets of Strixhaven, as well as Universes Beyond sets such as Teenage Mutant Ninja Turtles and Marvel Super Heroes, which released within the first six months of 2026. Growth in this category was also impacted by increased demand in toys and games associated with the licensed Marvel and Star Wars brands, driven by a strong content slate in 2026 with no comparable releases in the prior year.

Added

OPTIMIZE BRANDS: Net revenues in the Optimize Brands portfolio decreased $12.1 million, or 4.2%, in the first six months of 2026, compared to the first six months of 2025. The net revenue decrease is primarily driven by lower net revenues from Transformers, Play-Doh, and Duel Masters. The declines were partially offset with an increase in net revenue from GI Joe.

Added

REINVENT BRANDS: Net revenues in the Reinvent Brands portfolio decreased $7.0 million, or 4.0%, in the first six months of 2026 compared to the first six months of 2025. The net revenue decrease is primarily driven by lower product sales for Baby Alive, Furby, and other vault brands, partially offset by higher sales in Beyblade and Nanomals.

Showing the first 60 of 108 changed paragraphs. The complete comparison will be part of Pro (coming soon). Meanwhile you can read the full text in the original filing.

HAS insider buying and selling (Form 4)

Since 2026-04-11, insiders reported open-market purchases in 0 Form 4 filings and open-market sales in 8 filings (5 insiders, 8 trade dates, 73,294 shares, about $6.9M). Net open-market shares: -73,294 (purchases minus sales); net value about -$6.9M.Totals add up every open-market (code P and S) line in those filings, using the prices reported in the filings. Awards, option exercises, tax withholding and gifts are listed below but not counted.

Trade dateInsiderTransactionSharesPriceValueOwned afterFiling
2026-08-31Barbacovi Holly
Chief People Officer
Open-market sale 5,057$94.20 $476.4K37,486 SEC
2026-08-26Hamren Elizabeth
Director
Gift 1,500— —8,396 SEC
2026-08-19Hight John
President, WOTC
Open-market sale 11,593$94.63 $1.1M38,597 SEC
2026-08-17Hight John
President, WOTC
Open-market sale 11,229$96.29 $1.1M50,190 SEC
2026-08-15Hight John
President, WOTC
Shares withheld for tax 6,977$97.15 $677.8K60,580 SEC
2026-08-15Hight John
President, WOTC
Grant/award 1,384$97.15 $134.5K61,964 SEC
2026-08-15Hight John
President, WOTC
Shares withheld for tax 545$97.15 $52.9K61,419 SEC
2026-08-15Barbacovi Holly
Chief People Officer
Grant/award 1,187$97.15 $115.3K43,081 SEC
2026-08-15Barbacovi Holly
Chief People Officer
Shares withheld for tax 538$97.15 $52.3K42,543 SEC
2026-08-15Barbacovi Holly
Chief People Officer
Shares withheld for tax 6,891$97.15 $669.5K41,894 SEC
2026-08-07Hamren Elizabeth
Director
Open-market sale 1,975$92.84 $183.4K9,896 SEC
2026-08-04Hamren Elizabeth
Director
Open-market sale 989$90.42 $89.4K11,871 SEC
2026-07-31Goetter Gina M
EVP & CFO
Open-market sale 8,265$93.96 $776.6K79,839 SEC
2026-07-30Hight John
President, WOTC
Open-market sale 3,186$93.71 $298.6K67,557 SEC
2026-07-28Kilpin Timothy J.
President, Toy, Lic & Ent
Open-market sale 10,000$94.25 $942.5K54,229 SEC
2026-07-28Kilpin Timothy J.
President, Toy, Lic & Ent
Option exercise 10,000$61.71 $617.1K64,229 SEC
2026-07-28Kilpin Timothy J.
President, Toy, Lic & Ent
Open-market sale 10,000$92.00 $920.0K54,229 SEC
2026-07-28Goetter Gina M
EVP & CFO
Open-market sale 11,000$95.45 $1.0M88,104 SEC
2026-06-11Hamren Elizabeth
Director
Grant/award 2,224— —12,860 SEC
2026-06-11Vernon Carla
Director
Grant/award 2,224— —2,974 SEC
2026-06-11Cochran Hope F
Director
Grant/award 2,224— —19,326 SEC
2026-06-11Stoddart Richard S
Director, Chair of the Board
Grant/award 2,224— —44,340 SEC
2026-06-11Bowser Douglas S
Director
Grant/award 2,224— —2,974 SEC
2026-06-11Gersh Lisa
Director
Grant/award 2,224— —37,528 SEC
2026-06-11Gibeau Frank D
Director
Grant/award 2,224— —8,245 SEC
2026-06-11Harris Darin S
Director
Grant/award 2,224— —8,245 SEC
2026-06-11Mahoney Owen
Director
Grant/award 2,224— —8,245 SEC
2026-06-11Richie Laurel
Director
Grant/award 2,224— —15,311 SEC
2026-05-17Kilpin Timothy J.
President, Toy, Lic & Ent
Shares withheld for tax 5,939$95.13 $565.0K33,452 SEC
2026-05-17Goetter Gina M
EVP & CFO
Shares withheld for tax 9,796$95.13 $931.9K69,968 SEC
2026-05-17Bunge Jason M
Chief Marketing Officer
Shares withheld for tax 1,469$95.13 $139.7K41,282 SEC
2026-05-15Bunge Jason M
Chief Marketing Officer
Shares withheld for tax 1,037$95.13 $98.6K42,533 SEC

Well-known investors holding HAS (13F)

InvestorQuarterSharesReported value% of their 13FChange vs prior quarter
Viking Global Investors (Andreas Halvorsen) COM2026-06-303,107,195$256.6M0.73%Reduced 17%
AQR Capital Management (Cliff Asness) COM2026-06-302,674,437$220.9M0.08%Reduced 20%
Point72 Asset Management (Steve Cohen) COM2026-06-302,113,602$174.6M0.27%Added 136%
Citadel Advisors (Ken Griffin) COM2026-06-302,008,851$165.9M0.1%Added 65%
D. E. Shaw & Co. COM2026-06-30777,779$64.2M0.04%Reduced 21%
Gotham Asset Management (Joel Greenblatt) COM2026-06-30694,777$57.4M0.13%Added 7%
Bridgewater Associates COM2026-06-30251,786$20.8M0.09%New position
Renaissance Technologies COM2026-06-30248,700$20.5M0.03%Added 35%
Millennium Management (Israel Englander) COM2026-06-30119,228$9.8M0.01%Reduced 60%
Two Sigma Investments COM2026-06-3026,745$2.2M0.0%Reduced 30%

13F reports are filed up to 45 days after quarter end and show long U.S. equity positions only; options positions are omitted here.

Coming soon: email alerts when HAS files, watchlists and downloadable comparisons.