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Hasbro HAS Entertainment — Royalties

Other segment segments

Consumer Products
$63.3M+24.9%
Wizards of the Coast and Digital Gaming
$27.8M+173%

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$476K-1.2%

Other financials

Income statement

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Revenue$1.1B+16.2%
Gross profit$867.2M+14.8%
Operating income$252.5M+132%
Net income$160.9M+119%
EPS (diluted)$1.12+118%

Balance sheet

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Cash & equivalents$880.5M+61.0%
Total debt$3.5B+5.7%
Total assets$6.0B+16.7%

Cash flow

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Operating cash flow$266.7M+274%
CapEx-$63.4M-494%
Free cash flow$203.3M+268%

Valuation

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Market cap$12.86B+19.0%
Enterprise value$15.52B+14.0%
P/S2.6×0.0×

Profitability

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Gross margin72.4%-0.2pp
Operating margin23.4%+19.3pp
Net margin-12%-1.9pp
FCF margin23.5%+8.8pp

Returns & leverage

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Return on equity21.9%
Debt / equity1.4×
Current ratio1.7×0.0×

Where this comes from

Reported directly by Hasbro in its filing.

Tagged under the XBRL concept us-gaap:RoyaltyExpense.

The source filing: Hasbro’s 10-Q, filed May 13, 2026.

Filed
May 13, 2026, 4:15 PM EDT
Fiscal quarter
Q1 FY2026
Calendar quarter
Q1 2026
Accession
0000046080-26-000026
Line itemWizards of the Coast and Digital GamingConsumer ProductsEntertainmentCorporate and OtherTotal
Total net revenues582.0397.920.31,000.2
Cost of sales94.5140.90.60.1236.1
Program cost amortization4.04.0
Royalties27.863.3(13.0)(0.4)77.7
Advertising34.525.960.4
Amortization of intangible assets2.18.44.2(0.1)14.6
Distribution (1)8.033.30.141.4
Managed expense (2)117.4173.67.2(2.5)295.7

Item 1. Financial Statements.

FAQ

What is Hasbro's entertainment — royalties?
Hasbro (HAS) reported entertainment — royalties of -$13M in Q1 2026.
How has Hasbro's entertainment — royalties changed year-over-year?
Hasbro's entertainment — royalties decreased by 54.8% year-over-year, from -$8.4M to -$13M.
What is the long-term trend for Hasbro's entertainment — royalties?
Over 3 years (2022 to 2025), Hasbro's entertainment — royalties has grown at a -19.6% compound annual growth rate (CAGR), from $81.4M to -$42.3M.
What does entertainment — royalties mean?
Payments made to or received from third parties for the right to use intellectual property, such as characters, brands, or media content. This reflects the licensing ecosystem and the monetization of the company's brand portfolio.

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