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Hasbro, Inc. (HAS)
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Hasbro, Inc. (HAS) Net Income

The trailing-twelve-month (TTM) net income for Hasbro, Inc. (HAS) is ($221.50 Million) — a year-over-year growth rate is not meaningful while net income is negative, so we show an honest n/m rather than a sign-ambiguous percentage. Net income represents the company's bottom line profit after all expenses, taxes, and interest.

HAS Annual Net Income

Net Income (TTM)

($221.50M)

($221.50 Million)

Year-over-Year Change

n/m

not meaningful — net income is negative this period

Net Income CAGR

+0.09%

5 Year compound annual growth rate

Net Income CAGR (Compound Annual Growth Rate)

1 Year

(152.00%)

3 Year

+4.45%

5 Year

+0.09%

10 Year

+0.37%

15 Year

+0.19%

20 Year

+4.24%

CAGR shows the annualized growth rate over the specified period, smoothing out year-to-year volatility.

Annual Net Income History

YearNet IncomeYoY Change% Change
2025($322.40M)($708.00M)(183.61%)
2024$385.60M+$1.87B
2023($1.49B)($1.69B)(831.84%)
2022$203.50M($225.20M)(52.53%)
2021$428.70M+$206.20M+92.67%
2020$222.50M($298.00M)(57.25%)
2019$520.50M+$300.07M+136.13%
2018$220.43M($176.17M)(44.42%)
2017$396.61M($154.77M)(28.07%)
2016$551.38M+$99.54M+22.03%

Net Income Growth Summary

TTM Growth

n/m

3-Year Avg Growth

n/m

5-Year Avg Growth

n/m

Data as of Wednesday, June 17, 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