|
Topic
Top news source/blog that we're missing
Why do you recommend this news source?
|
||
"International, digital media and video games are great opportunities"![]() |
100%
agree
1 votes
|
International, digital media and video games are great opportunities![]() |
0%
agree
0 votes
|
Spider-Man and Transformers blockbusters could boost revenues![]() |
0%
agree
0 votes
|
Marvel deal guarantees are risky |
0% agree |
Marvel deal guarantees are risky![]() |
0%
agree
0 votes
|
Time to come up with some new games |
0% agree |
Time to come up with some new games![]() |
0%
agree
0 votes
|
Blockbuster hits don't always translate to profits![]() |
0%
agree
0 votes
|
|
Hasbro, Inc. (NYSE:HAS) is the second largest U.S. toy company, with a portfolio of brands and products in the toy market that target traditional trading card and board-game audiences, family game consumers, and educational/developmental toy consumers. Its core brands include the educational toy line Playskool, trading-card and role-playing games Magic: the Gathering and Dungeons and Dragons, traditional board and family games Monopoly, Battleship, and trademarked franchises such as Star Wars and Marvel action heroes. The company reported global net sales of $4.02 billion in 2008 and net earnings of $307 million.
In an effort to expand its core product offerings and sustain its brand image of family and traditional games, Hasbro acquired Cranium to add to its board-game portfolio and will abandon its tween electronic toy division beginning in 2009 due to low margins and strong competition from family-oriented hand-held electronic games on the Nintendo DS and Nintendo Wii.
As a toy company that focuses mainly on delivering traditional gaming experiences through board games and role-playing games, Hasbro faces increased pressures from age compression of its core demographic as children turn to more sophisticated gaming experiences offered by electronic media at an increasingly younger age. In addition, Hasbro will experience significant supply difficulties in its Indian market due to India's Jan 2009 ban on importing all toys originating from Chinese manufacturers, including Hasbro's main product portfolio. [1]
Hasbro is the second largest manufacturer and retailer of games and toys made for young children and families. Hasbro's gaming products are delivered through a broad variety of media, including traditional board and card, role-playing, hand-held electronic, and DVD games. In addition to products crafted purely for entertainment purposes, Hasbro also offers electronic learning aids and puzzles. [2]
| FY2008 | FY2007 | FY2006 | FY2005 | |
|---|---|---|---|---|
| Total Sales Revenue | $4,022 | $3,838 | $3,151 | $3,088 |
| Year-on-Year % Chg | -- | 4.8% | 21.8% | 2.1% |
| Gross Profit | $2,329 | $2,261 | $1,848 | $1,801 |
| Operating Margin | 12% | 14% | 12% | 10% |
| Advertising Margins | 11.3% | 11.3% | 11.7% | n/a |
| Net Income | $307 | $333 | $230 | $212 |
Hasbro divides its business into two regional segments:
As the main channel through which Hasbro products are brought to market, distribution to wholesalers constitutes a significant portion of Hasbro's sales revenue. In 2008, its main three distributors, Wal-Mart (WMT), Target (TGT), and Toys 'R Us represented 25%, 12%, and 10%, respectively, of global sales. In the US and Canada segment alone, these top three retailers constituted 71% of net revenues. [2]
On April 30, 2009, Hasbro announced that it will be injecting $300 million for a 50% stake in a new cable television and online venture along with its partner in this venture, Discovery Channel. If successful, the television and online venture will bring $125 million in merchandising royalty revenue, on top of the channel's subscription fees and advertising sales revenue. [4]
This recent venture is poised to compete in the lucrative but competitive market of children's television and online entertainment, going head-to-head with the existing giants in the industry, including Disney Channel, Nickelodeon, and Cartoon Network, all of which have online components as well. Hasbro's venture into this industry is spurred by the large amount of revenues that channels such as Disney have brought in through subscription fees, advertising revenues, and merchandising revenues. To compete with the existing channels, Hasbro and Discovery have planned to deliver television programming that is more geared towards "children's entertainment and education", hoping to revive some of Hasbro's oldest brands. [4]
On January 23, 2009, the Directorate General of Foreign Trade (DGFT) banned imports of toys manufactured by Chinese vendors into India for six months, aimed to restrict the influx of Chinese toys into India. The ban applies to all toys that originated from China, regardless of the country of import of the marketing company and brand. The ban will have substantial impact on the profitability of Hasbro's indian division, Funskool India Ltd., which sources 25% of its toy portfolio, including staple infant and pre-school toys, from Chinese vendors. As Funskool India depletes its existing stock of these Chinese-manufactured toys in April-May of 2009, it will have to either substantially increase the manufacturing capacity of its two Indian plants to compensate for the shortage of toys caused by the ban or cease production of the toy categories affected by the ban altogether. Either way, Hasbro will see its market share in these toy categories diminish due to the ban as it experiences difficulties in producing adequate supplies. In addition to existing toy categories, Funskool India had planned to bring toy merchandise based on the movies Transformers II and GI Joe in the second half of 2009 but will have to abandon the India market for these toys, since they would be manufactured in China. [1]
As a natural part of growing up, kids trade their traditional toys for more sophisticated forms of entertainment such as video games and electronics. However, each year it happens at a younger age, so that the age range to market toys is shrinking. Age compression is a major issue across the toy industry and is not specific to Hasbro. This forces Hasbro to target the "tween" 8-12-year-old demographic in order to maintain its market size through selling electronic-based games, which have a shorter lifespan and lower margin. [2] In 2005, Hasbro launched several new brands to attract tweens but has announced its abandonment of the division in fiscal year 2009. [5]
Toy sales in the U.S. have been growing at a very low rate for the last few years. In fact, in 2008 toy sales in the U.S. fell 3%.[6] This is mainly because of the shift from traditional toys towards video games. In 2008, sales of video game software units (actual games as opposed to consoles) grew 15% in the United States and 26% in the United Kingdom.[7] In 2008, Nintendo Wii sales passed 50 million units around the world, and the Nintendo DS hand-held console has shipped more than 100 million. [8]. The high popularity of the Nintendo DS and Wii console sales demonstrates the success of Nintendo's sales strategy of targeting wider audiences, including young girls and parents in addition to the traditional hand-held electronic demographic of tween and teenage boys. The shift of the electronic gaming industry to target these traditional audiences is threatening the most profitable divisions of Hasbro's games as more traditional board-game demographics switch to electronic gaming products. [9]
In December 2008 the National Bureau of Economic Research reported that the U.S. economy had been in a recession since December 2007.[10] The recession was spurred by the 2008 Financial Crisis and has resulted in a significant decline in consumer spending, which has hurt retail sales. In November 2008, total retail sales fell 5.5% in the U.S.[11]
The weak holiday sales hurt Hasbro's profitability significantly in Q4 2008, during which Hasbro's sales decline 5.2% and net income declined more than 30%. The entire toy industry has performed poorly as consumer demand for discretionary products such as toys has declined.
Hasbro's broad range of internationally recognized brands is rivaled only by Mattel (MAT). Mattel designs and manufactures and markets toy products worldwide through large retailers as well as directly to consumers. [12]
| Metric (Company) | 2008 | 2007 | 2006 | 2005 |
|---|---|---|---|---|
| Total Sales Revenue | ||||
| Hasbro (HAS) | $4022 | $3838 | $3151 | $3088 |
| Mattel (MAT) | $5918 | $5970 | $5650 | $5179 |
| Gross Profit | ||||
| Hasbro (HAS) | $2329 | $2261 | $1848 | $1801 |
| Mattel (MAT) | $2684 | $2777 | $2611 | $2373 |
| Net Income | ||||
| Hasbro (HAS) | $307 | $333 | $230 | $212 |
| Mattel (MAT) | $380 | $600 | $593 | $417 |
|
Worried about pump and dump?
We review changes
for stock spam |
Want to make Wikinvest better?
We need your help,
contribute today |
Do you write software?
We are recruiting
the best engineers |
Like Wikinvest?
Spread the word —
Tell your friends! |