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Hasbro

Hasbro, Inc. is an American multinational toy, , and entertainment company founded in 1923 by the Hassenfeld brothers—Henry, Hillel, and Herman—in , initially as a textile remnants business that later pivoted to toys and school supplies. Headquartered in , Hasbro has grown into one of the world's leading play and entertainment firms, with a portfolio spanning physical and digital games, toys, licensed consumer products, and media adaptations, reaching over 500 million consumers globally through brands like , Transformers, , , and . Through acquisitions such as in 1991 and in 1999, Hasbro has secured enduring intellectual properties including and Magic: The Gathering, which have driven recent revenue growth amid a strategic shift toward digital gaming and IP franchising to counter softening demand for traditional toys. Key milestones include launching the first celebrity-endorsed toy, , in 1949, and pioneering action figures with in 1964, establishing Hasbro's reputation for innovation in play experiences over its century-long history.

History

Founding and Early Expansion (1920s–1950s)

The company was founded in 1923 in , by Polish émigré brothers , Hillel, and Herman Hassenfeld, who began operations by selling textile remnants—cloth leftovers from larger manufacturing processes. By 1926, the enterprise was formally incorporated as Hassenfeld Brothers, with Hassenfeld assuming leadership; the brothers repurposed remnants into products like hat liners and fabric-covered pencil boxes, shifting toward school supplies amid demand for affordable educational accessories. In the late , Hassenfeld Brothers entered the sector to capitalize on emerging markets, producing items such as doctor and nurse kits alongside modeling clay, which leveraged their expertise for simple, low-cost playthings. This diversification accelerated during the early 1940s, as wartime material shortages prompted innovation in non-essential goods; by 1942, toys constituted the core of operations, with the firm establishing itself as a manufacturer of plastic-based and kit-style products amid postwar economic recovery. A pivotal product launch occurred on April 30, 1952, with , an interchangeable facial-parts toy invented by in 1949 and acquired for distribution by Hassenfeld Brothers; marketed as the first toy advertised , its initial kit included 28 plastic pieces for assembly on real vegetables, selling over one million units in the first year and signaling the company's growing focus on imaginative, customizable play.

Growth as Hasbro Industries (1960s–1984)

In 1960, following the death of Henry Hassenfeld, his son Merrill Hassenfeld assumed leadership of Hassenfeld Brothers, which had achieved $12 million in annual revenue and established itself as one of the largest private toy companies in the United States. The company experienced rapid expansion with the February 1, 1964, introduction of , the first mass-market for boys, which generated $35–40 million in sales over its first two years and accounted for two-thirds of the firm's total sales during 1964–1965. This success funded further international growth, including the 1961 establishment of Hassenfeld Brothers () Ltd., but the late brought turbulence from product recalls—such as the 1963 Flubber toy due to FDA health concerns—and internal divisions between toy and pencil operations. By 1968, the company rebranded as Hasbro Industries, Inc., shortened its name for broader appeal, acquired Playskool Manufacturing to bolster preschool offerings, and went public by selling a minority stake on the American Stock Exchange, marking a shift toward corporate expansion. Diversification efforts intensified in 1969 with the acquisition of Burt Claster Enterprises, producer of Romper Room toys, followed by the 1970 launch of a Romper Room nursery school franchise chain to leverage educational trends; however, these ventures faltered, contributing to a $1 million loss that year amid labor strikes and supply disruptions. G.I. Joe production ceased in 1975 amid surging plastic costs tied to oil prices and shifting anti-war sentiments, prompting further experiments like the failed Galloping Gourmet cookware line, which suffered from quality defects. The 1970s closed with ongoing challenges, including a $2.5 million loss in 1977 despite securing licensing rights, heavy debt, and family leadership transitions—Merrill Hassenfeld to CEO in 1974, with Stephen Hassenfeld as president, followed by Stephen's elevation to CEO and chairman in 1980 after spinning off the unprofitable Empire Pencil division. accelerated in the early 1980s through strategic relaunches: returned in 1982 as smaller, 3.75-inch figures developed with , tying into media tie-ins that boosted demand amid renewed military toy popularity; debuted the same year, targeting girls. Acquisitions accelerated growth, including GLENCO Infant Items and Knickerbocker Toy Company in 1983, culminating in the $360 million purchase of in May , which temporarily rebranded the firm as Hasbro Bradley and propelled revenues to $225.4 million with $15.2 million in profits, positioning Hasbro as the world's largest toy company by mid-decade. The Transformers line, launched with an animated series partnership, further exemplified this media-driven strategy.

Modern Corporate Era (1985–2009)

Following the acquisition of in 1984, Hasbro restructured its operations and, on June 6, 1985, changed its name to Hasbro, Inc., surpassing to become the world's largest toy company by sales. The company continued to leverage licensed properties such as Transformers and , which drove significant revenue growth during the mid-1980s. By 1989, annual sales reached $1.41 billion. In 1989, Hasbro acquired the bankrupt Industries for $85 million, gaining rights to dolls, , and , while also navigating the death of co-founder Stephen Hassenfeld, with brother Alan Hassenfeld assuming the roles of chairman and CEO. Expansion accelerated in 1991 with the $486 million purchase of Tonka Corporation, which included (publisher of ) and , resulting in a $59 million restructuring charge but establishing Hasbro as a dominant force in toys and games. These deals funded through cash and credit lines increased Hasbro's portfolio but elevated debt levels amid industry consolidation. The mid-1990s brought challenges, including a decline in U.S. sales from $1.67 billion in 1993 to $1.58 billion in 1995, prompting a reorganization into the Hasbro Toy Group and a $31.1 million for an abandoned project. International revenues, however, grew to $1.28 billion, comprising 45% of total $2.86 billion sales in 1995. Hasbro entered digital gaming by launching Hasbro Interactive, which sold 180,000 units of a CD-ROM in eight weeks, and acquired Corporation in 1995, adding water guns to its lineup. The company rejected a $5.2 billion merger offer from in 1995. Into the 2000s, Hasbro diversified further, acquiring in September 1999, the publisher of Magic: The Gathering, and in 1997 for strategic gaming assets. In 2008, it purchased Cranium, Inc. for $77.5 million to bolster family game offerings. By 2009, despite economic pressures, Hasbro reported revenue growth, improved profitability, and earnings per share increases, even after accounting for investments in television production. The formation of Hasbro Studios in 2009 marked a shift toward to support toy lines.

Digital Shift and Challenges (2010–2019)

During the 2010s, Hasbro pursued digital expansion to counter the encroachment of and apps on traditional toy and play, acquiring a 70% majority stake in developer on July 8, 2013, for $112 million in cash. This move aimed to leverage Hasbro's intellectual properties, such as Transformers and , for original and branded titles, with Backflip's existing hits like DragonVale providing expertise in models. Earlier, in 2010, Hasbro partnered with and to develop digital versions of core brands like and for consoles and online platforms, seeking to extend play beyond physical products. Subsidiary advanced digital offerings for trading card games, launching Magic: The Gathering Arena in beta in 2018 to digitize the experience and capture online players, building on earlier tools like Magic Online. By late 2019, Hasbro acquired Tuque Games to bolster Wizards' digital infrastructure, integrating it into development for titles like Magic: The Gathering expansions. These initiatives reflected a broader strategy to hybridize physical and digital play, though Hasbro's late entry into electronic gaming—compared to pure-play developers—limited early gains. Challenges intensified as smartphones and streaming services reduced time spent on physical toys, contributing to stagnant or declining consumer products amid rising screen-based alternatives. The 2018 and liquidation of Toys "R" Us, a key retailer accounting for significant U.S. , exacerbated issues, with Hasbro's net falling 12.1% to $4.57 billion that year—versus a 2017 peak of $5.20 billion—due to lost shelf space and unsold inventory writedowns. Overall dropped 2% in 2018, highlighting retail consolidation risks and the need for omnichannel shifts like growth, which Hasbro accelerated but could not fully offset. Recovery began in with 3% growth to $4.72 billion, aided by digital gaming upticks at , though core segments remained vulnerable to disruption.

Recent Restructuring and Focus on Gaming (2020–present)

In response to declining toy sales and the strong performance of its gaming segment during the COVID-19 pandemic, Hasbro restructured Wizards of the Coast as an independent operating division in February 2021, tasking it with expanding digital initiatives for brands like Dungeons & Dragons and Magic: The Gathering. This move followed Wizards of the Coast achieving over $1 billion in revenue for 2021, with approximately $950 million from tabletop games. The division's growth contributed to Hasbro's Wizards and Digital Gaming segment revenue increasing 42% that year. To streamline operations and prioritize core consumer products, Hasbro announced the sale of its (eOne) film and television business to in August 2023 for approximately $500 million, including $375 million in cash, completing the transaction in December 2023. This divestiture allowed Hasbro to adopt a more asset-light approach to entertainment, retaining licensing rights for key properties like and Transformers while reducing exposure to volatile media production. Concurrently, Hasbro implemented workforce reductions, cutting 15% of its global staff in January 2023 followed by 1,100 additional positions in December 2023, amid broader efforts to address weaker demand in toys. Hasbro intensified its gaming focus with a $1 billion investment in announced in March 2024, building on the success of , and opened a new studio in in September 2025 dedicated to content. In February 2025, the company unveiled its "" strategy through 2027, emphasizing profitable franchises, "aging up" products for older consumers, and partnerships to drive mid-single-digit revenue growth while targeting $1 billion in total cost savings. Further layoffs of 3% of its workforce (about 150 employees) occurred in June 2025, attributed to rising U.S. tariffs on Chinese imports impacting costs. By the third quarter of 2025, Hasbro reported overall revenue growth of 8%, propelled by a 55% surge in Magic: The Gathering sales, underscoring the segment's role in offsetting consumer products challenges. The strategy positions and digital as central to long-term recovery, though concerns persist over potential overproduction in games like Magic.

Corporate Structure

Current Divisions and Subsidiaries

Hasbro organizes its operations into three primary reportable segments: Consumer Products, , and Entertainment, as detailed in its fiscal financial reporting. This structure emphasizes core competencies in physical toys and games, tabletop and digital gaming, and media licensing following organizational changes, including the 2023 divestiture of certain assets to for $500 million. The segments generated combined net revenues of approximately $5 billion in 2024, with contributing significantly to growth amid declines in traditional consumer products. Key subsidiaries include LLC, acquired by Hasbro in 1999 for $325 million, which operates as the cornerstone of the gaming segment and publishes flagship properties such as Magic: The Gathering and . , a division integrated under Wizards since 1998, focuses on strategy games like Ticket to Ride and . Other notable entities encompass international subsidiaries such as Hasbro International, Inc., and regional operations like Hasbro Far East Ltd. in and Hasbro Chile Ltda., which support global distribution but are not standalone reportable units. The Consumer Products segment encompasses the design, manufacturing, and sale of action figures, playsets, and preschool toys under brands including , TRANSFORMERS, , and , accounting for roughly 60% of 2024 revenues despite a 10% year-over-year decline due to reduced demand for non-gaming items. This segment leverages Hasbro's owned intellectual properties for direct sales and licensing, with manufacturing largely outsourced to third-party vendors in . Wizards of the Coast and Digital Gaming manages physical and digital game development, including partnerships for mobile titles like Monopoly Go!, which drove double-digit revenue growth in 2025 quarters through in-app purchases and expansions. Operating profit in this segment rose 14% in the first nine months of 2025, fueled by trading card sales exceeding $1 billion annually for Magic: The Gathering. The Entertainment segment, restructured to an asset-light model post-2023 eOne sale, handles IP licensing, content production, and partnerships for film, television, and animation, including over 45 projects in development as of October 2025 such as adaptations of K-Pop: Demon Hunters for Netflix. It generated $80 million in 2024 revenues, primarily from royalties on legacy franchises like Transformers and G.I. Joe, with ongoing collaborations in animation via entities like Hasbro Entertainment.

Consumer Products

The Consumer Products segment of Hasbro, Inc. focuses on the sourcing, marketing, and global sales of and game products, encompassing physical items such as action figures, dolls, playsets, and board games designed for children, families, and collectors. This division handles the development and distribution of Hasbro's core portfolio, excluding gaming and licensing, and operates through regional structures including U.S. Toys, International operations, and partnerships for licensed merchandise. Key activities include product innovation across categories like preschool toys, boys' action figures, and girls' dolls, with an emphasis on franchise extensions from owned and licensed intellectual properties. Prominent brands under this segment include Transformers, , , , , , , , , and , alongside licensed lines such as Star Wars and action figures produced in partnership with . Hasbro leverages these brands for diversified product lines, including apparel, accessories, and home goods through third-party licensing deals, while maintaining direct and partnerships for core toys. The segment does not encompass standalone subsidiaries but integrates operations from acquired entities like and , which contributed historical brands such as Star Wars toys and . In 2024, the Products segment faced pressures, contributing to an overall company net of approximately $4.1 billion, with U.S. sales forming the largest portion followed by international markets in , , and . Third-quarter 2025 results showed segment at $797 million, down 7% year-over-year due to factors including U.S. retailer adjustments and softer for certain categories, though offset by growth in partner brands like . Hasbro has pursued cost efficiencies and high-margin partnerships to stabilize the segment, anticipating a 5-8% decline for full-year 2025 amid broader spending caution.

Wizards of the Coast and Digital Gaming

Wizards of the Coast, acquired by Hasbro in September 1999 for approximately $325 million, operates as a key subsidiary focused on publishing collectible card games, tabletop role-playing games, and associated digital entertainment. The company, originally founded in 1990, gained prominence with the launch of Magic: The Gathering in 1993, which became the first widely successful trading card game and remains its flagship product, generating consistent revenue through periodic set releases and organized play events. In 1997, Wizards acquired TSR, Inc., securing rights to Dungeons & Dragons, the foundational tabletop role-playing game first published in 1974, which it has since updated through multiple editions, including the fifth edition released in 2014. Under Hasbro's ownership, has prioritized expansion into digital formats to complement physical products, developing proprietary platforms like Magic: The Gathering Arena, a digital adaptation launched in 2019 that supports online card battles and monetizes through in-app purchases, and , an online toolkit for character creation, rulebooks, and virtual tabletops acquired by Wizards in 2019 and integrated with subscription models. Digital licensing forms another pillar, encompassing partnerships for video games based on Wizards' intellectual properties, such as adaptations of and Magic: The Gathering, with Hasbro reporting approximately 40 such projects in development as of early 2024 to leverage these franchises in . Hasbro's broader "Playing to Win" strategy, announced in February , emphasizes digital gaming growth, aiming to release one to two new titles annually starting late or early 2026, with Wizards contributing through initiatives like a new Montreal-based studio established in dedicated to Dungeons & Dragons video game content. This shift reflects efforts to diversify beyond physical sales amid fluctuating tabletop demand, as evidenced by Wizards' digital and licensing revenues reaching $471.7 million in 2024, a 22% increase year-over-year, driven partly by titles like Monopoly Go! under Hasbro's digital umbrella. Despite these advances, challenges persist, including dependency on key releases—such as Magic: The Gathering's Universes Beyond crossovers—and external factors like issues affecting physical-digital synergies.

Entertainment and Licensing

Hasbro Entertainment develops, produces, finances, and distributes premium content in , , , and , drawing from the company's portfolio of brands such as Transformers and . In August 2023, Hasbro unified its previously separate , , , and digital operations into a consolidated entertainment division to streamline content creation and brand extensions. As of October 2025, the division manages 45 to 50 active projects, including feature and series adaptations of properties like , , and . Licensing forms a core revenue stream, enabling third-party production of merchandise, digital games, location-based , and other products tied to Hasbro properties. In the third quarter of 2025, licensing growth offset a 9% overall decline, driven partly by strong in items like trading cards. Global licensed merchandise sales for Hasbro brands surpassed $2 billion in 2022, with licensees projected to invest over $4 billion in digital games, toys, and location-based experiences through 2028. Key partnerships include an expanded multi-year agreement with Disney's , extending Star Wars licensing while adding rights to the franchise. Hasbro also licenses brands like Transformers and through agents such as Licensing Group for apparel, publishing, and consumer goods. Additional deals encompass casino gaming adaptations and collaborations in platforms, contributing to nearly 70% of Hasbro's revenue originating outside traditional toys via licensing, games, and channels. Following the 2023 divestiture of —acquired in for $4 billion—the division shifted emphasis to internal studios and selective external partnerships, reducing prior-year revenue spikes from eOne's content library.

Divested and Former Assets

In 2001, Hasbro completed the sale of its Hasbro Interactive division to for $100 million, comprising $95 million in stock and $5 million in cash, as the unit had been incurring significant losses amid the dot-com downturn and challenges in the market. Hasbro Interactive, formed in 1995 through the consolidation of digital operations from subsidiaries like and , handled publishing and development for Hasbro properties including , , and licensed titles such as and brands; the divestiture transferred ownership of these assets but Hasbro retained perpetual licensing rights to its toy and game intellectual properties for non-interactive media. In April 2021, Hasbro divested the music division of its (eOne) subsidiary to a led by for $385 million in cash, retaining no ongoing ownership as part of a strategy to streamline entertainment holdings post the 2019 acquisition of eOne. Hasbro announced in August 2023 the sale of eOne's production and business to for approximately $500 million, including $375 million in cash and Lionsgate assuming about $125 million in debt, with the transaction closing on , 2023; Hasbro retained eOne's family entertainment brands such as , , and , along with its stakes in related entities like . This divestiture followed Hasbro's $3.8 billion acquisition of eOne in 2019 and aimed to reduce exposure to volatile linear television and amid shifting consumer preferences toward digital gaming and licensing.

Products and Intellectual Property

Iconic Toys and Brands

Hasbro's portfolio includes several enduring toy brands that have shaped since the mid-20th century. Among the earliest is , a customizable featuring interchangeable facial features and body parts attached to a or base. The company acquired rights to the invention from and began distribution in 1952, marking it as Hasbro's first major hit and the first advertised directly to children on television on April 30, 1952. By its initial months, sales exceeded $4 million, establishing a template for modular play that influenced subsequent designs. In 1964, Hasbro introduced , pioneering the action figure category with 12-inch articulated soldier dolls representing different military branches, complete with accessories and vehicles. Marketed as "America's movable fighting man," the line targeted boys and achieved immediate commercial success, selling over 400,000 units in its first year despite initial skepticism about doll-like toys for males. The brand expanded through themed playsets and international variants, enduring cultural shifts and relaunches, including a smaller 3.75-inch scale in that integrated with media tie-ins. The Transformers franchise launched in 1984, rebranding Japanese and Micro Change robot toys into shape-shifting vehicles and characters divided into and factions. This innovation drove massive sales, with the Generation 1 toyline supported by comics, cartoons, and later films, generating billions in revenue and establishing transmedia synergy as a . By 2024, it marked 40 years, underscoring its role in revitalizing Hasbro during the 1980s toy boom. My Little Pony debuted in 1982 as colorful, brushable pony figurines emphasizing friendship and fantasy themes, evolving from earlier prototypes. The Generation 1 line, produced until 1992 in the U.S., featured core ponies with symbols and accessories, spawning and merchandise that appealed primarily to girls and built a dedicated collector base. Through the 1991 acquisition of Corporation, which included , Hasbro gained Monopoly, a property-trading originally published in 1935. With over 275 million copies sold worldwide by the , it remains a staple game, adapted into numerous themed editions while retaining core mechanics of strategy and chance. Similarly, Nerf originated in 1969 as a safe indoor foam ball from , expanding into blasters and sports toys post-1991 integration, with the 1989 Blast-a-Ball introducing projectile play that evolved into a multibillion-dollar category. These brands exemplify Hasbro's focus on durable intellectual properties, many originating or acquired pre-1990s, that leverage , media extensions, and iterative releases for sustained market presence.

Games and Collectibles

Hasbro's games portfolio encompasses a broad array of board, card, and tabletop games, primarily developed through strategic acquisitions that expanded its offerings in the gaming sector. The company acquired the in 1984, gaining access to classics such as and Chutes and Ladders, and later purchased in 1991 via its acquisition of Corporation, incorporating flagship titles like , which Parker Brothers first published in 1935. In 1998, Hasbro acquired for $6 million, bolstering its wargames and strategy titles including and . These moves consolidated Hasbro's position in family and strategy gaming under the Hasbro Gaming brand. Key games include , whose U.S. rights Hasbro secured in 1989 through the purchase of Industries, enabling ongoing production and variants of the word-building classic originally invented in . remains a cornerstone, with the physical enduring as a staple alongside digital adaptations, though specific global sales figures for the traditional version are not publicly detailed by Hasbro; its cultural impact is evident in licensed iterations and sustained popularity. Hasbro also maintains lines like and , fostering family engagement through updated editions and themed releases. In collectibles, Hasbro specializes in action figures and toy lines tied to its intellectual properties, with G.I. Joe debuting in 1964 as the first mass-market action figure series targeted at boys, featuring articulated 12-inch figures representing military branches. The line generated over $51 million in sales in 1982 alone during its 3.75-inch "A Real American Hero" relaunch, which introduced character-driven narratives and vehicles. Transformers, launched in 1984 as a collaboration with Takara, revolutionized collectible toys with shape-shifting robot figures, evolving into multiple generations and collector-focused series like Studio Series for film-accurate replicas. These collectibles emphasize detailed articulation, accessories, and lore-driven play, appealing to both children and adult enthusiasts through premium releases on platforms like Hasbro Pulse.

Licensing, Media, and Adaptations

Hasbro licenses its intellectual properties extensively to third parties for merchandise, games, and experiential products, generating significant royalty revenue that has increased by 60% over the past three years through outbound licensing emphasis. This strategy, outlined in the company's initiative announced on February 20, 2025, prioritizes partnerships to leverage brands like , Transformers, and across consumer products and digital extensions. Notable agreements include multi-year casino licensing partnerships signed on July 1, 2025, with Aristocrat Technologies, , Galaxy Gaming, and Bally's to develop table games based on titles such as and . Cross-company deals, such as the 2023 licensing pacts with for co-branded items like and Transformers-branded and games, illustrate Hasbro's willingness to collaborate with competitors to expand market reach. In media adaptations, Hasbro Entertainment, the company's production arm launched in 2019, develops and finances film, television, and animation projects derived from its toy and game portfolios. As of October 2024, Hasbro reported 45 to 50 such projects in active development, including live-action and animated adaptations of properties like Hot Wheels, Magic 8 Ball, American Girl, and Monster High, aiming to build interconnected franchises. A prominent example is the February 6, 2025, partnership with Legendary Entertainment to create a live-action film and television universe based on Magic: The Gathering, owned by Hasbro subsidiary Wizards of the Coast, focusing on the game's multiverse lore. Earlier successes include the Transformers film series, which began in 2007 with Paramount Pictures and has grossed over $5 billion worldwide across seven installments by 2023, alongside Dungeons & Dragons: Honor Among Thieves (2023), a Paramount co-production that earned $208 million globally despite mixed critical reception. Licensing extends to high-profile franchises through renewals like the multi-year extension with Disney's announced on April 25, 2025, continuing Star Wars action figures and adding toys, building on a 1997 agreement. Additional partnerships include ' multi-brand deal for figures from Transformers, , , and , enhancing collectibles distribution. On October 21, 2025, Hasbro joined in a co-master toy licensing agreement with for the animated series KPop Demon Hunters, targeting merchandise tied to the property's music and action themes. These efforts underscore Hasbro's shift toward diversified revenue streams, with entertainment and licensing comprising a growing portion of operations amid fluctuating .

Business Strategy and Performance

Strategic Initiatives and Shifts

In February 2025, Hasbro announced its strategic plan, extending through 2027, which emphasizes a franchise-first approach to prioritize high-growth intellectual properties (IPs) such as Magic: The Gathering, , Transformers, and . This initiative aims to expand Hasbro's global audience from approximately 500 million to over 750 million children, families, and fans by leveraging existing and legacy IPs across toys, games, digital platforms, and licensing partnerships. The plan allocates disproportionate investments to core franchises while optimizing lower-margin opportunities for profitability, reflecting a response to stagnant traditional toy sales amid post-pandemic market shifts. A key shift under this strategy involves pivoting toward higher-margin segments like digital gaming and tabletop games, which drove a 28% year-to-date increase in the Wizards of the Coast and Digital Gaming division through the second quarter of 2025. CEO Chris Cocks highlighted commitments to digital expansion, including video game development for and mobile titles like Monopoly Go!, positioning Hasbro as an "asset-light" licensor following the 2023 divestiture of eOne Studios. This focus contributed to overall net and operating improvements in the first and third quarters of 2025, with digital initiatives projected to capitalize on the expanding $226 billion global digital gaming market. Hasbro also initiated supply chain restructuring to mitigate U.S. impacts on Chinese imports, which constitute about half of its U.S. ; the company plans to reduce this reliance to under 40% by 2026 through diversification to facilities in , , , and other regions. Complementary efforts include operational efficiencies such as systems modernization, AI-driven design acceleration, and targeted cost reductions, which supported a return to profitability after a $170 million loss in prior years. These measures have led to planned increases to offset rising costs, with Cocks affirming the strategy's validation through mid-2025 revenue gains despite consumer spending caution. Hasbro experienced robust growth during the , with annual revenue increasing from $4.72 billion in 2019 to $5.47 billion in 2020 and peaking at $6.42 billion in 2021, fueled by heightened consumer demand for at-home entertainment products. Post-pandemic , destocking by retailers, and softening led to consecutive declines thereafter, with revenue falling to $5.86 billion in 2022, $5.003 billion in 2023 (a 14.57% drop), and $4.136 billion in 2024 (a further 17.34% decrease). Net income followed a volatile path, remaining positive through 2022 before plunging to a $1.489 billion loss in 2023, primarily due to non-cash impairment charges on acquired assets such as and restructuring costs amid segment underperformance. Recovery ensued in with net earnings of $386 million, supported by cost reductions, improved margins in the and Digital Gaming segment, and divestitures.
YearRevenue ($ billions)Net Income ($ millions)
20194.72N/A
20205.47N/A
20216.42N/A
20225.86Positive (exact N/A)
20235.003-1,489
20244.136386
Debt levels remained elevated, with long-term debt hovering around $3.4 billion as of late 2024, contributing to a exceeding 1,200% and reflecting financing for acquisitions, share repurchases, and operational investments. EBITDA margins showed resilience in but pressure in products, with overall adjusted EBITDA targeted at $1.1-1.15 billion for 2025 amid ongoing portfolio shifts. In the third quarter of 2025, revenue rose 8% year-over-year to $1.39 billion, driven by double-digit gains in and digital , while net profit reached $233 million; however, products continued to face headwinds from softness.

Acquisitions, Mergers, and Divestitures

Hasbro's expansion strategy has relied heavily on acquisitions to consolidate market share in toys, games, and entertainment. In May 1984, the company acquired , a prominent and puzzle manufacturer, for $360 million, integrating brands like and Chutes and Ladders into its portfolio. This move complemented Hasbro's focus on plastic toys and diversified its offerings in family entertainment. The 1991 acquisition of Corporation marked a significant consolidation in the toy industry, valued at approximately $516 million and including subsidiaries (known for Star Wars toys) and (home to ). The deal, completed in May 1991, enhanced Hasbro's position in action figures and vehicles but added short-term debt burdens. In September 1999, Hasbro purchased , publisher of Magic: The Gathering and , for about $325 million, bolstering its gaming segment with collectible card and properties. Later expansions targeted media and licensing. On May 1, 2018, Hasbro acquired Saban Brands' franchise and related entertainment assets for $522 million in cash and stock, securing perpetual ownership of the property previously held under license. In December 2019, Hasbro completed its $4 billion all-cash acquisition of (eOne), adding family-oriented brands like and to support cross-media synergies. However, by August 2023, Hasbro divested eOne's film and television production units to for $500 million (including $375 million in cash), retaining core family brands and recording substantial impairments from the initial purchase. This divestiture reflected a strategic pivot amid underperformance, with the sale price representing a fraction of the 2019 investment. Smaller digital-focused deals included the April 2022 acquisition of , a digital platform for , from for $146.3 million, aimed at enhancing 's online tools. No major mergers have occurred, and divestitures beyond eOne have been limited, though activist investors proposed spinning off in 2022 to unlock value, a suggestion not pursued. Overall, these transactions have shaped Hasbro into a diversified entity, though the eOne reversal highlights risks in media expansion.
YearTransactionTargetValueNotes
1984Acquisition$360 millionIntegrated board games and .
1991Acquisition Corp. (incl. , )~$516 millionStrengthened toys and action figures.
1999Acquisition~$325 millionAdded TCG and RPG brands.
2018AcquisitionSaban Brands ( et al.)$522 millionSecured full IP ownership.
2019Acquisition$4 billionExpanded into family media.
2022Acquisition$146.3 millionBolstered digital gaming.
2023DivestitureeOne film/TV to $500 millionRetained family brands; incurred losses.

Marketing and Consumer Engagement

Conventions and Fan Events

Hasbro organizes and participates in conventions and fan events to showcase its toy lines, games, and licensed properties, including , , and Magic: The Gathering, often featuring product previews, panels with creators, autograph sessions, and exclusive merchandise sales targeted at collectors. These events emphasize direct fan interaction, with virtual formats adopted during the to maintain engagement amid restrictions on in-person gatherings.

HasCon

HasCon, branded as Hasbro's "FANmily" event, was an annual in-person convention held in , at the Convention Center and Center. The inaugural HasCon took place from September 8 to 10, 2017, highlighting brands across Hasbro's portfolio with activities such as toy reveals, talent appearances, costume contests, and interactive experiences like arenas and movie prop displays. A second event occurred from September 6 to 8, 2019, continuing the format with expanded programming for properties including Transformers and . No subsequent HasCon events have been held or announced, reflecting a shift toward virtual and third-party conventions post-2019.

Hasbro Pulse Con

Hasbro Pulse Con is a collector-oriented virtual convention, livestreamed primarily through Hasbro's , , and channels under the Hasbro Pulse brand, which caters to adult fans with premium figures and exclusives. The event debuted in 2020 as a response to pandemic-related cancellations of physical , featuring brand-specific panels, guests, and preorder announcements for lines like Classified and Transformers. The 2023 edition aired on September 22, with reveals for multiple properties and limited-run exclusives available via Hasbro Pulse. The 2024 event, marking five years of Hasbro Pulse, occurred on September 13 starting at 10 a.m. , including updates on Star Wars Black Series and figures. Hasbro confirmed no Pulse Con for 2025, prioritizing attendance at in-person events like for reveals.

Other Events

Beyond proprietary events, Hasbro maintains a presence at major industry conventions such as (SDCC) and New York Comic-Con (NYCC), where it hosts booths, activation zones, and panels for brands including , Star Wars, and . At SDCC 2025, scheduled for July 24–27, Hasbro planned product showcases, fan experiences, and off-site pop-ups like interactive displays for collectibles. Similarly, for NYCC October 9–12, 2025, Hasbro announced panels and fanstreams on post-panels, covering updates for Transformers, , and Magic: The Gathering. Earlier virtual supplements included the Hasbro Pulse Fan Fest on April 9, 2021, with exclusive activations and panels amid ongoing pandemic constraints. These participations serve as platforms for timely product launches, often driving immediate sales through convention exclusives.

HasCon

HasCon was a fan convention organized by Hasbro, Inc., serving as the company's inaugural event dedicated to immersing attendees in its brands across toys, games, and entertainment. Held from September 8 to 10, 2017, at the Convention Center and Center in , it drew thousands of participants for a three-day program emphasizing family-friendly interactions and fan appreciation. Branded as the HASCON FANmily Event, the convention featured larger-than-life brand experiences, behind-the-scenes panels on properties like Transformers, G.I. Joe, My Little Pony, Monopoly, and Magic: The Gathering, interactive games, cosplay contests, and auditions for Hasbro's television commercials and shows. Attendees accessed exclusive merchandise, product previews, autograph sessions, and performances, with guest appearances including director James Gunn, musician Stan Bush, and others tied to Hasbro franchises. Originally envisioned as a bi-annual gathering, Hasbro announced a second HasCon for September 6–8, 2019, in the same venues, promising expanded programming building on the 2017 success. However, the event was postponed in late 2018 and subsequently cancelled without rescheduling, marking the end of the physical HasCon format.

Hasbro Pulse Con

Hasbro Pulse Con is a virtual convention organized by Hasbro's collector-focused platform, Hasbro Pulse, emphasizing product reveals, brand panels, and exclusive merchandise for lines such as Transformers, Classified Series, , and Star Wars The Black Series. The event targets adult collectors through livestreamed programming on , , and , featuring discussions with Hasbro executives, voice actors, and franchise creators, alongside timed product drops available only to Hasbro Pulse Premium members. Launched amid restrictions that canceled physical conventions, it serves as a digital alternative for fan engagement, with sessions typically spanning one to two days and including musical performances to close programming. The inaugural Hasbro Pulse Con occurred on September 25–26, 2020, streamed via the newly launched Hasbro Pulse YouTube channel, with panels covering multiple brands and early access to convention-exclusive figures. Subsequent iterations followed annually: the 2021 event on October 22–23 featured celebrity guests and franchise updates; 2022 on September 30–October 1 included detailed schedules for Star Wars and Transformers reveals; and 2024 on September 13, hosted by a toy industry personality, showcased over 10 hours of content starting at 1:00 p.m. ET, with brand-specific segments like Transformers at 3:00 p.m. ET. Each year, the convention drives sales through limited-edition items, such as the 2024 Transformers Generations Armada Nemesis Prime set priced at $89.99, available post-reveal on hasbropulse.com. Programming emphasizes direct fan interaction, with Q&A sessions and previews of upcoming releases, though access to high-demand exclusives often requires premium membership for early purchase windows, sometimes leading to rapid sell-outs. Hasbro positions the event as a core component of its collector community strategy, complementing in-person appearances at larger shows like , while maintaining a free entry barrier to broaden reach.

Other Events

Hasbro engages fans through participation in major industry conventions such as San Diego Comic-Con International (SDCC) and New York Comic-Con (NYCC), where it hosts booths, panels, and product reveals for brands including Transformers, G.I. Joe, Marvel, Star Wars, and Ghostbusters. At SDCC 2025, held July 24–27, Hasbro featured show-stopping product showcases and interactive fan experiences to drive consumer interest in upcoming toys and collectibles. Similarly, at NYCC 2025, October 9–12, the company organized brand-specific panels with updates on new releases and presentations from partners, emphasizing direct interaction with attendees. The company also maintains a presence at trade-focused events like Toy Fair New York, using these gatherings to preview products to both retailers and select consumers. In 2025, Hasbro debuted a booth at the (Booth #3435) for the first time, displaying innovations across its portfolio to generate buzz and early engagement ahead of retail launches. These appearances complement proprietary events by leveraging established platforms for broader reach, though they prioritize reveal announcements over immersive, Hasbro-exclusive activities. Internationally, Hasbro attends conventions like and , featuring panels and exclusive merchandise to connect with European fans. For instance, at MCM London in October 2025, a Hasbro brand panel on provided updates on key properties, aligning with the company's strategy to expand global consumer touchpoints. This approach allows targeted without the overhead of standalone events, focusing on high-visibility opportunities to sustain among adult collectors and families.

Digital and Community Strategies

Hasbro has pursued digital strategies to integrate physical products with online experiences, exemplified by its "Playing to Win" plan announced on February 20, 2025, which emphasizes blending toys with platforms to expand engagement beyond 500 million users. This includes investments in gaming, such as opening a new videogame studio in Montréal on October 1, 2025, to develop titles, contributing to lifted 2025 revenue forecasts driven by high single-digit growth from . The company operates the Hasbro Pulse platform, launched as a direct-to-consumer hub for adult collectors, featuring an app available on and that provides access to exclusive product drops, HasLab projects, and brand updates for franchises like Transformers, , , and Star Wars. HasLab, integrated into Pulse, has funded nine projects since inception, allowing fans to back high-end items like the Transformers Legacy set through community pledges. Pulse Premium membership offers early access, discounts, and exclusive content to foster loyalty among 1.8 million app users, though the app holds a 1.8-star rating amid complaints on . Complementing these, Hasbro maintains online gaming via the Hasbro Play website and mobile apps, including digital versions of classics like with app-based banking, RISK: Global Domination (updated September 16, 2025), and , alongside companion apps for and Air. Partnerships with extend board games to consoles, while internal efforts enhance and digital productivity, as noted in a July 11, 2024, executive appointment. Community strategies center on fan-driven platforms like Hasbro Pulse, which prioritizes "fans first" through newsletters, live streams on , and exclusives to build direct relationships, reducing reliance on intermediaries. This approach supports broader play-fueled engagement, though it overlaps with event-based initiatives like Pulse Con, focusing digitally on sustained online interaction rather than one-off gatherings.

Controversies and Criticisms

Product Safety and Quality Issues

Hasbro has encountered several product safety incidents leading to voluntary recalls in coordination with the U.S. Consumer Product Safety Commission (CPSC). In February 2007, the company recalled approximately 985,000 Easy-Bake Ovens sold since May 2006, after receiving reports of children inserting their hands or fingers into the front opening where the heating element is located, resulting in burns. The CPSC noted 249 incidents of such entrapments and 77 associated burns by July 2007, prompting an expanded recall that included units with prior retrofit kits; one case involved the partial of a five-year-old girl's finger. In August 2020, Hasbro recalled about 52,000 XP 20 and XP 30 water blasters, distributed exclusively through stores from November 2019 to July 2020, due to stickers containing lead levels exceeding the federal ban of 100 parts per million. Although no injuries were reported, the excess lead posed a potential ingestion hazard for children. Consumers were advised to stop using the products and contact Hasbro for a refund. Earlier precedents include a settlement with the CPSC, where Hasbro paid a $400,000 for delaying reports of defects in an infant carrier product that could cause falls and injuries; the company had received over 100 complaints but failed to notify regulators within the required 24-hour window for potential safety issues. Hasbro maintains a consumer care portal for reporting defects and handling recalls, including more recent actions for products like Elefun Flyers (risk of facial injuries from propeller ingestion) and certain blasters lacking multilingual warnings. Beyond immediate safety hazards, Hasbro products have drawn complaints regarding manufacturing quality, particularly in action figure lines such as Transformers, where defects like loose joints, brittle transparent plastics, and inconsistent paint applications have been frequently reported by consumers since the mid-2010s. These issues, often linked to outsourced production in cost-sensitive facilities, have led to perceptions of reduced durability compared to earlier eras, though Hasbro attributes variations to complexities and offers replacements via customer service. Better Business Bureau records document ongoing consumer disputes over defective , including breakage during normal use.

Intellectual Property and Monetization Disputes

Hasbro has engaged in numerous legal actions to protect its , including trademarks, copyrights, and patents related to brands such as , Transformers, and . These disputes often involve allegations of infringement by competitors or third parties, as well as challenges to Hasbro's own strategies. Monetization efforts, particularly through licensing agreements, have sparked controversies, exemplified by attempts to revise terms that govern third-party use of Hasbro-owned content. A prominent monetization dispute arose in January 2023 when Wizards of the Coast, Hasbro's subsidiary overseeing Dungeons & Dragons (D&D), proposed revisions to the Open Game License (OGL), a framework established in 2000 to allow creators to build on D&D's system reference document without full licensing fees. The draft OGL 1.1 included a requirement for creators earning over $750,000 in annual revenue to disclose finances to Wizards, pay a 25% royalty on qualifying products, and grant Wizards a non-exclusive, irrevocable license to derivative works, potentially enabling Hasbro to claim partial ownership or veto rights over successful third-party content. This move aimed to recapture revenue from the $1 billion-plus D&D ecosystem, which had grown largely due to the permissive OGL fostering fan-created supplements, adventures, and tools. The proposal triggered widespread backlash from creators, publishers like and , and fans, who argued it undermined the collaborative spirit of D&D and threatened independent monetization of compatible content, potentially stifling competition and innovation in games. Wizards initially defended the changes as necessary to protect against abusive uses, such as NFT monetization, but public petitions exceeding 50,000 signatures and threats of boycotts prompted Hasbro to pause implementation on January 13, 2023. By January 30, 2023, Wizards announced it would not enforce royalties, maintain OGL 1.0a for existing users, and shift to a creator rather than a new , effectively retreating amid revenue losses estimated in the millions from diverted sales to alternatives like . This episode highlighted tensions between Hasbro's corporate drive for control and the decentralized monetization model that had sustained D&D's popularity. In trademark enforcement, Hasbro has pursued aggressive litigation, such as a 1999 suit against Computing Inc. for using "Clue" in a , alleging dilution of its mark, which resulted in a preliminary . Similarly, in 2017, Hasbro sued over "Transformer" titles, claiming confusion with its toy line, though outcomes emphasized distinct goods to avoid overreach. However, Hasbro faced setbacks, including a 2021 European General Court ruling invalidating its refiled trademarks in classes covering digital and entertainment goods, citing in perpetual renewals to extend monopoly-like protection beyond original scope. Patent and copyright disputes include Hasbro's 2006 suits against Buzz Bee Toys and Lanard Toys for infringing Nerf-related on dart mechanisms, seeking damages for unauthorized replication. In 2021, Hasbro prevailed in a First Circuit appeal against heirs of designer Bill Markham, affirming its full ownership despite work-for-hire disputes from the 1960s. Conversely, inventor David Wexler lost a 2022 suit alleging Hasbro misappropriated his concepts via unsolicited submissions, with courts ruling ideas lacked novelty and no implied contract existed under . Hasbro also combats counterfeits, filing 2024 suits against online sellers of fake and merchandise infringing licensed trademarks. These cases reflect Hasbro's strategy to safeguard streams from core amid digital shifts, though aggressive tactics have occasionally invited scrutiny for overextension, balancing enforcement against ecosystems.

Corporate Practices and Fan Backlash

In January 2023, , a Hasbro responsible for (D&D), proposed revisions to the (OGL), which had enabled third-party s to develop compatible content since 2000. The draft OGL 1.1 included royalties on s exceeding $750,000, clauses, and potential revocation powers, prompting widespread backlash from fans and creators who viewed it as an attempt to retroactively monetize community-driven expansions of . Hasbro CEO Chris Cocks later described the proposal as a "misfire," citing misjudged intentions amid internal pressures to protect from competitors like tools. The company suspended the update, ultimately releasing the under a in response to the outcry, which included organized summits and threats of boycotts. Hasbro has faced criticism for incorporating (DEI) initiatives into hiring and product development, with detractors arguing these prioritize demographic quotas over merit and traditional fan preferences. In December 2023, America First Legal filed civil rights complaints with the , alleging Hasbro used race, ethnicity, and sex-based classifications to "balance" workforce demographics, violating federal anti-discrimination laws. Fans have similarly objected to DEI-influenced changes in D&D and Magic: The Gathering, such as revisions portraying orcs and as products of circumstance rather than inherently evil, and diverse character art that some perceive as forced representation diluting lore. In November , publicly condemned for adding a disclaimer to a D&D anniversary edition labeling original content as racist and problematic, calling for the company to "burn in hell." A Consumers' Research report highlighted Hasbro toys promoting progressive themes, urging parents to scrutinize products amid declining sales attributed partly to alienating core audiences. A notable example occurred in February 2021 when Hasbro announced it would drop "Mr." from the Potato Head brand name to promote gender-neutral packaging, sparking accusations of unnecessary politicization of a classic toy. The company clarified that the character would retain its traditional identity, with separate Mr. and Mrs. sets unchanged, but the move drew backlash from conservative commentators who framed it as capitulation to cultural pressures, contributing to broader perceptions of Hasbro prioritizing inclusivity signaling over brand heritage. Amid these issues, Hasbro's 2023 layoffs of 1,100 employees—20% of its workforce, following 800 earlier cuts—intensified fan discontent, particularly after affecting staff and coinciding with weak toy sales. Former employees have publicly critiqued the corporate culture, describing siloed decision-making and a disconnect between executives and creative teams, which fans linked to mismanagement exacerbating mishandling like the OGL fiasco. These practices, while defended by Hasbro as necessary for efficiency and market adaptation, have fueled ongoing skepticism among hobbyist communities reliant on its franchises.

Cultural and Market Criticisms

Hasbro has encountered backlash for integrating progressive ideologies into its toy lines, with critics arguing that such changes prioritize cultural signaling over preserving the apolitical essence of childhood playthings. In February 2021, the company announced it would drop "Mr." from the brand packaging to foster gender inclusivity, a move that ignited conservative outrage, including from commentator , who decried it as an assault on longstanding gendered icons amid broader cultural shifts. Hasbro subsequently clarified that the core Mr. and Mrs. Potato Head figures would remain unchanged, framing the adjustment as a update rather than a fundamental alteration to the toys themselves, though detractors maintained it exemplified unnecessary politicization. The 2019 launch of , a variant where female players start with higher earnings and collect bonuses for inventions historically credited to women, drew rebukes for what opponents termed "woke-washing"—superficially advancing feminist narratives while distorting the game's original mechanics on and . Opinion pieces contended this edition devalued women by implying they require artificial advantages, inverting real-world economic data where wage gaps persist due to factors like occupational choices and experience rather than systemic alone. A 2024 analysis by Consumers' Research singled out Hasbro, alongside competitors, for embedding similar ideological elements in products, advising parents to scrutinize toys for embedded messaging on race and gender. On the market front, Hasbro's dominance in board games has prompted antitrust allegations, as seen in the 1997 Anti-Monopoly, Inc. v. Hasbro lawsuit, where the plaintiff claimed the company leveraged its influence to hinder rival game distribution to major retailers. Courts ultimately dismissed key claims, but the case underscored perceptions of Hasbro stifling competition in an industry it effectively monopolized through acquisitions like and . In 2001, the UK's probed Hasbro's practices after accusations it pressured retailers with financial incentives to prioritize its products over alternatives, highlighting concerns over market foreclosure tactics. Fan communities have further criticized operational strategies, such as engineered scarcity in licensed collectibles like Star Wars figures, which inflates prices via and alienates core buyers seeking accessible play options.

Corporate Responsibility

Philanthropy and Community Initiatives

Hasbro operates the Hasbro , which administers focused on delivering access to play for underserved children, providing play relief during crises, and empowering play makers through and programs. The foundation's corporate giving guidelines prioritize support to 501(c)(3) nonprofits that directly benefit community members, including holiday giving programs enabling parents to provide gifts to . In 2022, Hasbro's total philanthropic and social impact support exceeded $21 million, encompassing financial contributions and product donations. This followed $17 million in 2021, which included donations of over 750,000 toys and games to various initiatives. Earlier efforts, such as in 2019, involved $12 million in support reaching more than 4 million children globally. Key partnerships include collaborations with , , Serious Fun Children's Network, and , providing financial aid, product donations, and program enhancements. For instance, Hasbro donated over 36,000 toys to in storm-affected communities. Since 2020, Hasbro has partnered with Starlight Children's Foundation, donating tens of thousands of toys, books, and games to hospitalized children. Community initiatives feature the Team Hasbro employee volunteer program, encouraging staff participation in local service projects. In July 2025, Hasbro partnered with United Way of Rhode Island to invest $459,600 in summer learning programs aimed at reducing achievement gaps through play-based activities. The BE FEARLESS BE KIND initiative promotes compassion and kindness in children via educational resources and partnerships. Hasbro also supports Hasbro Children's Hospital through sponsorships like the annual Heroes Ball and employee-driven events.

Sustainability and Operational Ethics

Hasbro initiated a phase-out of packaging for new and games in 2020, targeting elements such as polybags, elastic bands, , and window packaging, though the themselves remained -based. By 2023, the company reintroduced recycled (rPET) and bio-PET windows and blisters for certain 6-inch figures to balance functionality and recyclability, reversing aspects of the initial plastic-free push amid collector complaints over damaged contents. Hasbro launched a program in the United States, the first of its kind among major companies, which diverted 20 tonnes of waste into materials for playgrounds, flower pots, and benches as of 2024. The company's 2024 Report highlights ongoing momentum in environmental , including emissions reduction and , though specific Scope 1, 2, or 3 targets remain self-reported without in public disclosures. Earlier sustainability goals included reducing waste to at owned facilities by 50% from 2010 levels by the end of 2020, alongside increasing sustainable usage to 90% for and game content by 2015. Hasbro's framework emphasizes principles, but progress depends heavily on supplier cooperation in its global , where occurs primarily in . Independent assessments, such as 's 2024 ranking, placed Hasbro among America's Most Responsible Companies based on metrics, though ratings like CSRHub's aggregate scores reflect a mix of self-reported data and third-party inputs without resolving discrepancies in reduction efficacy. On operational ethics, Hasbro enforces a Global Business Ethics Principles code prohibiting forced labor, child labor, and across its , requiring suppliers to adhere to local laws and standards. The company mandates 100% social compliance s for third-party suppliers and licensees, achieving full audit coverage and corrective action rates as reported in its 2023 ESG Report, with monitoring via prior customer audits and direct inspections. Hasbro has been recognized as one of the World's Most Ethical Companies by Ethisphere for 12 consecutive years through 2023, citing strong governance in areas like oversight, though Ethisphere's methodology involves paid assessments that some critics argue create conflicts of interest. Criticisms of Hasbro's practices emerged in when Labor Watch alleged "nightmare" conditions at factories producing Hasbro toys, including up to 175 overtime hours per month exceeding legal limits, wages around $435 monthly plus piece rates, and worker exposure to toxic chemicals like without adequate protective gear or training. Hasbro denied the claims, asserting that audits confirmed supplier with its ethical standards, and collaborated with partners for investigations and remediation where violations were substantiated. No major scandals have been publicly reported since, but reliance on third-country raises ongoing risks of undetected non-compliance, as audits may not capture all informal labor practices in regions with weak enforcement.

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