Hasbro, Inc. (HAS)
Toy and game company, 4,520, 51% U.S. Read October 20, 2026 from the annual report for the period ending December 28, 2025, filed February 25, 2026. Ranked 54 of the 199 Consumer Cyclical companies read so far, by the share within reach now.
Within reach now
23%
End of 2028
40%
Employees, annual report
4,520
Leading staffing pattern
Other Miscellaneous Manufacturing
Share of the working time within reach, long-run pace, four times in five
- Now23%
- End of 202736%
- End of 202840%
- End of 203042%
What changes for its people by the end of 2028, by its industries' figures
- Stays with people 57%
- Becomes checking a model's work 31%
- Handed over with lighter checks 10%
The filing states 4,520 employees by region, 51% in the United States, in toys and games with nothing counted by segment, so the split is by description.
The figures on this page come from the company's own annual report and from BLS staffing patterns for its industries, never from a roster. They are estimates with a stated method. Nothing here says what the company will do: within reach is not a forecast of jobs lost or of savings.
What follows from the reading
Share of working time within reach of AI, on the long-run pace at four in five: 23% now, 36% at the end of 2027, 40% at the end of 2028, 42% at the end of 2030. By the patterns, the work is about 42% desk work, 18% people work and 41% body work. These are the site's industry estimates weighted by the shares below: estimates with a stated method and range, not a forecast of what the company will do. By the same patterns, at the end of 2028 about 57% of the working time stays with people (conversation, in-person and hands-on work), 31% becomes checking a model's work and 10% could be handed over with lighter checks, from the industries' own figures, not the company's roles.
Headcount
4,520 employees as of December 28, 2025 (stated). The filing states 51% of employees in the United States and 7% in Canada.
The filing: “In 2025, we employed approximately 4,520 people worldwide, with approximately 58% of our employees in North America (51% in the United States; 7% in Canada), 19% in Europe, 18% in Asia Pacific, and 5% in Latin America (includes Mexico).”
The workforce as industry patterns
| Pattern | Share | Reason, from the filing |
|---|---|---|
| Other Miscellaneous Manufacturing | 90% | By description (c): toys and tabletop games designed, marketed and sold under its brands, with production largely by third parties, read at toy manufacturing as Mattel is; the filing counts no employees by segment. |
| Software Publishers | 10% | By description (c): the digital gaming business inside the Wizards of the Coast segment develops and licenses video games; no count by segment. |
What the filing says about the workforce: About 4,520 worldwide: 58% in North America, 19% in Europe, 18% in Asia Pacific, 5% in Latin America; about 2% under unions or collective bargaining agreements; the headcount fell from 6,822 in 2020.
Companies read with the same leading pattern
Other companies whose largest staffing pattern is also Other Miscellaneous Manufacturing, largest first, each read from its own annual report. Within reach now and at the end of 2028, long-run pace, four in five.
- 3M Company (MMM, 60,500 employees)21% now, 37% by 2028
- Mattel, Inc. (MAT, 31,000 employees)23% now, 37% by 2028
- Newell Brands Inc. (NWL, 21,900 employees)19% now, 31% by 2028
- Acushnet Holdings Corp. (GOLF, 7,300 employees)21% now, 34% by 2028
- Brady Corporation (BRC, 6,325 employees)19% now, 31% by 2028
- Matthews International Corporation (MATW, 5,500 employees)20% now, 34% by 2028
- ACCO Brands Corporation (ACCO, 4,700 employees)20% now, 33% by 2028
What the filing says about AI
15 sentences in the filing name AI. The filing says the company is incorporating AI tools into product and game development and plans AI-enabled entertainment among its growth paths, while naming the costs, governance and regulatory challenges.
- “These "forward-looking statements" may relate to matters such as: our business and marketing strategies; anticipated financial performance or business prospects in future periods; relationships with business partners, licensees, licensors, customers, suppliers and employees; purchasing patterns of our customers and consumers; expected technological and product developments; the potential impact...”
- “As we incorporate AI tools into aspects of our business, including product and game development, we may face increased costs, operational complexity, IP and data governance challenges, and evolving regulatory requirements, any of which could adversely affect timelines, quality, or expected returns on investment.”
- “Through play fueled brand engagement and partner scaled co-investment, including video games, artificial intelligence ("AI") enabled entertainment, and licensing, we plan to expand our consumer reach as a games, IP, and toy company.”
- “We are continuing to transform the business by upgrading our systems and talent with an emphasis on: Rapid adoption of AI, including launching new enabled services and digital solutions to innovate, improve operational efficiency, and go to market digitally.”
- “The pace of change in innovation and complexity of our product offerings is expected to continue to evolve as we adopt artificial intelligence in the development of new brands and products.”
Its annual reports, year by year
Sentences naming AI in each annual report, counted by one rule, beside the median report in the Index that year. Each count links its filing. Every company, by year and sector
- Fiscal 20210median 0
- Fiscal 20220median 0
- Fiscal 20234median 1
- Fiscal 202410median 4
- Fiscal 202515median 10
Headcount by filing year
As reported in each year's annual report, with the filing. A year marked not read had no figure the reading could take from the report's text.
| Period | Employees | Filed | Filing |
|---|---|---|---|
| 2025-12-28 | 4,520 | 2026-02-25 | 10-K |
| 2024-12-29 | 4,985 | 2025-02-27 | 10-K |
| 2023-12-31 | 5,502 | 2024-02-28 | 10-K |
| 2022-12-25 | 6,490 | 2023-02-22 | 10-K |
| 2021-12-26 | 6,640 | 2022-02-23 | 10-K |
| 2020-12-27 | 6,822 | 2021-02-24 | 10-K |
| 2019-12-29 | 5,600 | 2020-02-27 | 10-K |
| 2018-12-30 | 5,800 | 2019-02-26 | 10-K |
| 2017-12-31 | 5,400 | 2018-02-26 | 10-K |
| 2016-12-25 | 5,400 | 2017-02-22 | 10-K |
| 2015-12-27 | 5,000 | 2016-02-24 | 10-K |
| 2014-12-28 | 5,200 | 2015-02-26 | 10-K |
| 2013-12-29 | 5,000 | 2014-02-26 | 10-K |
| 2012-12-30 | 5,500 | 2013-02-27 | 10-K |
| 2011-12-25 | 5,900 | 2012-02-22 | 10-K |
| 2010-12-26 | 5,800 | 2011-02-23 | 10-K |
| 2009-12-27 | 5,800 | 2010-02-24 | 10-K |
| 2008-12-28 | 5,900 | 2009-02-25 | 10-K |
| 2007-12-30 | 5,900 | 2008-02-27 | 10-K |
| 2006-12-31 | 5,800 | 2007-02-28 | 10-K |
| 2005-12-25 | 5,900 | 2006-02-22 | 10-K |
| 2004-12-26 | 6,000 | 2005-03-09 | 10-K |
| 2003-12-28 | 6,900 | 2004-03-12 | 10-K |
| 2002-12-29 | 7,200 | 2003-03-28 | 10-K |
| 2001-12-30 | 8,000 | 2002-03-29 | 10-K405 |
| 2000-12-31 | 8,900 | 2001-04-02 | 10-K405 |
| 1999-12-26 | 9,500 | 2000-03-24 | 10-K405 |
| 1998-12-27 | 10,000 | 1999-03-29 | 10-K405 |
| 1997-12-28 | 12,000 | 1998-03-27 | 10-K405 |
| 1996-12-29 | 13,000 | 1997-03-28 | 10-K405 |
| 1995-12-31 | 13,000 | 1996-03-29 | 10-K405 |
| 1994-12-25 | 12,500 | 1995-03-24 | 10-K |
| 1993-12-26 | 12,500 | 1994-03-28 | 10-K |
Limits of this reading
- No count by segment; the digital gaming share is by description.
Source: the company's annual report on EDGAR, accession 0000046080-26-000011, the filing. Read by Claude Fable 5.1 under rubric version 1, by the method. A company can write to info@stratussc.com to have its reading checked against its filing.
The report on Hasbro, Inc., $29
This page as a document to keep, with what it does not show: the share within reach at every date on three paces and two reliabilities, a typical workforce of this shape at the stated headcount role by role and task by task (the industries' staffing, never the company's roster), where to start, what changes for the people and what they would learn, every sentence in the filing that names AI, the headcount by year, the companies read with the same leading pattern, the method and a citation line. To print or save as a PDF, open again in your browser for a year.
See the report, $29See the sample first: Walmart's report is free
Questions about this company
- How much of Hasbro, Inc.'s working time is within reach of AI?
- An estimated 23% now and 40% by the end of 2028, on METR's long-run pace at four in five, from the workforce Hasbro, Inc.'s own annual report describes and BLS staffing patterns for its industries, never from a roster. It is an estimate with a stated method. It is not a forecast of jobs lost or of savings, and it says nothing about what the company will do.
- How many people does Hasbro, Inc. employ?
- 4,520 as of December 28, 2025, as its annual report for the period ending December 28, 2025 states. About 51% in the U.S.
- What kinds of work make up Hasbro, Inc.'s workforce?
- Read from its annual report as a blend of 2 industry staffing patterns, the largest Other Miscellaneous Manufacturing; by those patterns the work is about 42% desk work, 18% people work and 41% body work. Each share has a one-sentence reason on this page that can be checked against the filing.
- What does Hasbro, Inc.'s annual report say about AI?
- 15 sentences in the filing name AI. Its annual reports for fiscal 2021 to 2025 name it in 0, 0, 4, 10 and 15 sentences, year by year. They are counted and quoted on this page, never judged: a count says how much a filing talks about AI, not what the company does with it.
- How is this estimated?
- Claude Fable 5.1 read the annual report under the Index's written rubric (version 1) on October 20, 2026: the stated headcount, the share in the U.S. when stated, and the workforce as a blend of industry staffing patterns. The estimates are the site's industry estimates weighted by those shares, from O*NET tasks with estimated lengths and METR's measurements of how long a task AI models can finish. A company can write to info@stratussc.com to have its reading checked against its filing.
Embed these figures on your site
A small card with the share of working time within reach now and at the end of 2027, 2028 and 2030, the date and a link back. Free under CC BY 4.0; the card carries the credit.