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Hasbro, Inc. (HAS) Enterprise Value (EV): $14.51B

The enterprise value (EV) for Hasbro, Inc. (HAS) is $14.51B as of Friday, June 19, 2026.

HAS Enterprise Value (EV) Metrics

ENTERPRISE VALUE (EV)

$14.51B

HAS Competitors' Enterprise Value (EV)

NAMEMARKET CAPENTERPRISE VALUE (EV)
Hasbro, Inc. (HAS)$11.99B$14.51B
NIO Inc. (NIO)vs ›$11.83B$11.62B
Wayfair Inc. (W)vs ›$11.68B$15.68B
Lululemon Athletica Inc. (LULU)vs ›$12.69B$21.30B
Wynn Resorts, Limited (WYNN)vs ›$10.95B$23.31B
DraftKings Inc. (DKNG)vs ›$13.09B$13.11B
Aptiv PLC (APTV)vs ›$13.48B$23.04B
Domino's Pizza, Inc. (DPZ)vs ›$10.39B$19.12B
CAVA Group, Inc. (CAVA)vs ›$10.39B$7.14B
GameStop Corp. (GME)vs ›$9.66B$8.75B

Enterprise Value Calculation

Market Cap

$11.99B

+

Total Debt

$3.30B

Cash

$776.60M

=

Enterprise Value

$14.51B

EV-Based Valuation Multiples

Why use EV instead of Market Cap?

  • EV accounts for debt - an acquirer must pay or assume it
  • EV deducts cash - the acquirer effectively receives it
  • EV enables fair comparison of companies with different capital structures
  • EV-based ratios (EV/EBITDA, EV/Sales) are capital structure neutral

Hasbro, Inc. Enterprise Value (EV) Formula & Definition

Enterprise Value represents the total value of a company as if you were to acquire it completely - paying for equity while assuming debt and receiving cash.

Expanded definitions: Investopedia, Wikipedia, Corporate Finance Institute

Hasbro, Inc. Enterprise Value (EV) FAQ

What is the enterprise value (EV) for Hasbro, Inc. (HAS)?
The enterprise value (EV) for HAS stock is $14.51B.

About Hasbro, Inc.

Hasbro, Inc., alongside its various subsidiaries, operates as a global leader in the play and entertainment industry. Its Consumer Products segment focuses on the procurement, marketing, and global distribution of toys and games. This division further amplifies its brands by out-licensing trademarks, characters, and intellectual property rights to third parties, enabling the creation and sale of a diverse range of branded consumer goods, such as apparel and toys. Its extensive product catalog encompasses action figures, arts and crafts supplies, fashion dolls and other figurines, playsets, preschool toys, plush items, sports-action blasters and accessories, toy vehicles, and specialty play items, in addition to various traditional games. The company also offers licensed merchandise spanning apparel, publishing, home goods, electronics, and toy products. Through its Wizards of the Coast and Digital Gaming segment, Hasbro cultivates its brands by developing immersive trading card games, role-playing games, and digital gaming experiences, leveraging intellectual property from both Hasbro and Wizards of the Coast. The Entertainment segment is devoted to the conception, acquisition, production, distribution, and commercialization of top-tier entertainment content. This includes feature films, scripted and unscripted television programs, family-friendly shows, digital media, and live performances. Hasbro distributes its offerings through an expansive network, reaching diverse channels including various retailers, distributors, wholesalers, discount and drug stores, mail-order and catalog vendors, department stores, and other traditional brick-and-mortar establishments, as well as a significant presence among e-commerce retailers. Consumers can also acquire products directly through the company's Hasbro PULSE e-commerce website. Established in 1923, Hasbro, Inc. maintains its corporate headquarters in Pawtucket, Rhode Island.

Pawtucket, RI
4,985 employees
Consumer Cyclical / Leisure
Sector
Consumer Cyclical
Industry
Leisure
CEO
Christian Cocks