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Hasbro, Inc. (HAS)
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Hasbro, Inc. (HAS) Goodwill

The goodwill for Hasbro, Inc. (HAS) is $1.26 Billion with a year-over-year change of -44.84%. Goodwill is an intangible asset recorded when a company acquires another business for more than the fair value of its identifiable net assets.

HAS Goodwill Chart

HAS Goodwill
$1.26B+169.07% 20Y
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Current Goodwill

$1.26B

$1.26 Billion

Year-over-Year Change

-44.84%

vs. $2.28B prior year

Historical Data

30

Years of data available

Annual Goodwill History

YearGoodwillYoY Change% Change
2025$1.26B$-1.02B-44.84%
2024$2.28B$-1.00M-0.04%
2023$2.28B$-1.19B-34.32%
2022$3.47B+$50.50M+1.48%
2021$3.42B$-272.10M-7.37%
2020$3.69B+$3.20B+646.43%
2019$494.58M+$8.70M+1.79%
2018$485.88M$-87.18M-15.21%
2017$573.06M+$2.51M+0.44%
2016$570.55M$-22.14M-3.74%
2015$592.70M$-743,000-0.13%
2014$593.44M$-883,000-0.15%
2013$594.32M+$119.40M+25.14%
2012$474.93M+$133,000+0.03%
2011$474.79M$-21,000-0.00%
2010$474.81M$-1.12M-0.23%
2009$475.93M+$1.43M+0.30%
2008$474.50M+$3.32M+0.70%
2007$471.18M+$1.24M+0.26%
2006$469.94M+$2.88M+0.62%
2005$467.06M$-2.67M-0.57%
2004$469.73M+$6.05M+1.30%
2003$463.68M+$2.69M+0.58%
2002$460.99M$-300.58M-39.47%
2001$761.58M$-41.61M-5.18%
2000$803.19M$-2.90M-0.36%
1999$806.09M+$806.09M
1998$0+$0
1997$0+$0
1996$0
Data as of Thursday, June 18, 2026

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