Hasbro Inc (HAS) Q4 2024 Earnings Call Highlights: Record Profit Margins Amid Revenue Challenges

GuruFocus.com
21 Feb
  • Revenue: $4.1 billion for the full year, down 7% excluding the E1 divestiture; Q4 revenue was $1.1 billion, down 3% excluding E1.
  • Wizards of the Coast and Digital Games Revenue: Up 4% year-over-year; Q4 revenue declined 7% due to one fewer set release.
  • Operating Margin: Record operating profit margin over 20% for the company; Wizards segment achieved a 41.8% margin.
  • Consumer Products Revenue: Down 12% for the year; Q4 declined 1% due to exited brands and reduced closeout volume.
  • Adjusted Operating Profit: $839 million, up 76% year-over-year.
  • Net Earnings: Adjusted net earnings of $563 million, up $214 million from the previous year.
  • Earnings Per Share (EPS): $4.01 per diluted share for the full year.
  • Cash Flow: Operating cash flow of $847 million, an improvement of $122 million.
  • Debt Reduction: Reduced debt by $83 million in Q4.
  • Cost Savings: Delivered $227 million of net cost savings; on track to achieve $750 million savings goal by 2025.
  • Licensing Growth: Licensing business grew by 60% over the last three years.
  • Guidance for 2025: Total revenue expected to be up slightly; Wizards revenue forecasted to grow 5% to 7%.
  • Warning! GuruFocus has detected 7 Warning Signs with HAS.

Release Date: February 20, 2025

For the complete transcript of the earnings call, please refer to the full earnings call transcript.

Positive Points

  • Hasbro Inc (NASDAQ:HAS) achieved a record operating profit margin of over 20% in 2024, indicating strong financial performance.
  • The Wizards of the Coast and Digital Games segment grew by 4% year-over-year, with an impressive operating margin exceeding 40%.
  • The company saw significant growth in its licensing business, with a 60% increase over the past three years, making Hasbro the third largest entertainment licensor globally.
  • Hasbro's Consumer Products segment returned to profitability, driven by improved marketing effectiveness and retailer alignment.
  • The company announced new strategic partnerships, including a collaboration with Mattel for PLAY-DOH Barbie and a video game partnership with Sabre Interactive.

Negative Points

  • Hasbro Inc (NASDAQ:HAS) reported a 7% decline in total revenue for 2024, excluding the E1 divestiture, indicating challenges in some segments.
  • The Consumer Products segment experienced a 12% revenue decline, impacted by exited brands and reduced closeout volume.
  • The company anticipates a flat to down 4% revenue outlook for the Consumer Products segment in 2025, with headwinds from NERF and Star Wars.
  • Wizards of the Coast's revenue declined by 7% in Q4 2024 due to having one fewer set release, highlighting potential volatility in product release schedules.
  • Hasbro faces potential tariff impacts from imports, particularly from China, which could affect cost structures and profitability.

Q & A Highlights

Q: Can you discuss the Consumer Products top line guidance, excluding the headwinds from NERF and Transformers, and your expectations for industry POS and market share performance? A: We anticipate the toy industry to be around flat, plus or minus 1%, for this year. Trading cards and building blocks are likely the main drivers, while other categories may see low single-digit declines. We feel positive about our entertainment slate and preschool initiatives, which will be announced at Toy Fair. Our focus on sub-$10 and sub-$20 price points should also strengthen our position. Despite challenges with Star Wars and NERF, we expect our licensing segments to remain profitable.

Q: Regarding the medium-term guidance, is the 50 to 100 basis points of margin expansion per year cumulative or annual? How do self-publishing video games factor into your margin expansion goals? A: The margin expansion is cumulative, aiming for a 150 to 300 basis point increase over three years. As for video games, while they will boost revenue and profit, the capitalization of development costs will impact margins. However, we expect overall profitability and cash flow to improve.

Q: Could you elaborate on the impact of tariffs on your guidance and how they are distributed across different markets? A: Our guidance incorporates the February 1 announcement regarding tariffs, primarily focusing on China, as we source minimally from Canada and Mexico. We are leveraging our supply chain strength and potential pricing strategies to mitigate these impacts.

Q: How does the new strategy reflect Hasbro's direction, and are there any significant product or partnership developments that influenced your formal outlook? A: Our strategy articulates our ongoing focus on gaming and licensing, alongside our strong toy portfolio. We are excited about expanding into more oriented categories and emerging markets. Our digital ambitions set us apart from traditional toy companies, and our licensing business is a significant margin driver.

Q: Can you provide more details on the incremental cost savings and the differences between the $750 million and $1 billion targets? A: To date, about half of our $600 million in gross savings has come from supply chain efficiencies. Moving forward, we expect additional savings from gross-to-net improvements, design-to-value initiatives, and managed expenses as we transform our operations.

Q: What is the expected cadence for video game releases, and how do you balance in-house versus outsourced development? Is M&A a consideration for studio acquisitions? A: We plan to release one to two games annually from 2026 to 2030, while continuing to expand our licensing portfolio. We are exploring joint ventures and partnerships, such as our collaboration with Sabre Interactive, to leverage industry talent and unlock our IP.

Q: How do you evaluate which brands to out-license versus keep in-house, especially considering structural changes in demand for brands like NERF? A: We categorize brands into growth, optimized, and reinvent segments. For NERF, we aim to reinvent by focusing on safe active play beyond darts. Licensing remains an option, but our bias is towards brand creation. Our partners have successfully expanded our brands into new categories.

Q: Can you discuss the drivers of digital gaming strength in Q4, particularly MONOPOLY GO and other portfolio areas? A: MONOPOLY GO continues to perform well, driven by its engaging gameplay and effective marketing. We expect it to generate around $10 million monthly. Baldur's Gate 3 also exceeded expectations, benefiting from strong community engagement and word-of-mouth promotion.

Q: What are the main factors influencing the midterm margin expansion, and how do you rank them? A: The key drivers include increased licensing revenue, cost savings, and digital gaming growth. The timing of video game monetization will significantly impact margins, with cost savings and licensing providing steady contributions.

Q: How does the Easter timing shift affect the Consumer Products division's Q1 outlook, and what drives the expected acceleration throughout the year? A: The Q1 decline is primarily due to the Easter timing shift. As the year progresses, we anticipate improvements driven by new product launches, entertainment slate benefits, and continued cost management.

For the complete transcript of the earnings call, please refer to the full earnings call transcript.

This article first appeared on GuruFocus.

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