Mattel, Inc. (MAT)
Toy maker, 85% of people abroad. Read October 3, 2026 from the annual report for the period ending December 31, 2025, filed February 23, 2026. Ranked 16 of the 60 Consumer Cyclical companies read so far, by the share within reach now.
Within reach now
22%
End of 2028
37%
Employees, annual report
31,000
Leading staffing pattern
Other Miscellaneous Manufacturing
Share of the working time within reach, long-run pace, four times in five
- Now22%
- End of 202734%
- End of 202837%
- End of 203038%
What changes for its people by the end of 2028, by its industries' figures
- Stays with people 60%
- Becomes checking a model's work 28%
- Handed over with lighter checks 10%
The filing states approximately 31,000 employees, 22,000 of them in manufacturing and 26,000 outside the United States, all in one toy business, so one pattern carries the whole workforce (a).
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: 22% now, 34% at the end of 2027, 37% at the end of 2028, 38% at the end of 2030. By the patterns, the work is about 38% desk work, 17% people work and 45% 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 60% of the working time stays with people (conversation, in-person and hands-on work), 28% 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
31,000 employees as of December 31, 2025 (stated). Approximately 26,000 of 31,000 employees, 85%, are outside the United States.
The filing: “Human Capital As of December 31, 2025, Mattel had approximately 31,000 employees (including temporary and seasonal employees) working in 34 countries worldwide to create innovative products and experiences that inspire fans, entertain audiences, and develop children through play.”
The workforce as industry patterns
| Pattern | Share | Reason, from the filing |
|---|---|---|
| Other Miscellaneous Manufacturing | 100% | Dolls, toys and games made in its own plants (NAICS 3399, the SIC 3942 business): about 22,000 manufacturing employees, with the design, marketing, sales and finance remainder inside the pattern as BLS counts it (rule 6); one pattern on the stated count (a). |
What the filing says about the workforce: Approximately 31,000 employees including temporary and seasonal, in 34 countries; 26,000 (85%) outside the United States; about 22,000 in manufacturing labor, the rest in design, marketing, sales, finance and other functions.
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)20% now, 37% by 2028
What the filing says about AI
22 sentences in the filing name AI. The filing names AI among the advanced technologies competitors are putting into toys, games and digital experiences, and among its risk factors.
- “Specific factors that might cause such a difference include, but are not limited to: (i) Mattel's ability to design, develop, produce, manufacture, source, ship, and distribute products in a timely and cost-effective manner; (ii) sufficient interest in and demand for the products and entertainment Mattel offers by retail customers and consumers to profitably recover Mattel's costs; (iii) downtu...”
- “Mattel is focused on the following new brand-centric strategy to grow its intellectual property ("IP") driven play and family entertainment business: Grow its toy brands with more breakthrough innovation and adult fans and collectors, as well as evolved demand creation; Expand its direct-to-consumer and commercial reach through first party data, retail development, and new channels; Broaden con...”
- “There is increasing competition among the above companies due to trends towards shorter product life cycles, children outgrowing traditional toys at younger ages, continued growth of the adult toy and collectibles market, greater demand for continuous innovation, and increasing incorporation of advanced technologies, including AI, into toys, games, and digital experiences.”
- “AI is increasingly used to enhance product functionality, personalization, content creation, and digital play experiences, further raising consumer expectations and competition.”
- “AI is also influencing consumer purchasing behavior, including product discovery, recommendations, pricing visibility, and purchase decisions across digital and omnichannel platforms.”
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 202312median 1
- Fiscal 202415median 4
- Fiscal 202522median 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 |
|---|---|---|---|
| 2025-12-31 | 31,000 | 2026-02-23 | 10-K |
| 2024-12-31 | 34,000 | 2025-02-26 | 10-K |
| 2023-12-31 | 33,000 | 2024-03-15 | 10-K |
| 2022-12-31 | 33,900 | 2023-02-22 | 10-K |
| 2021-12-31 | 36,300 | 2022-02-28 | 10-K |
| 2020-12-31 | 32,100 | 2021-02-25 | 10-K |
| 2019-12-31 | 24,000 | 2020-02-25 | 10-K |
| 2018-12-31 | 27,000 | 2019-02-22 | 10-K |
| 2017-12-31 | 28,000 | 2018-02-27 | 10-K |
| 2016-12-31 | 32,000 | 2017-02-23 | 10-K |
| 2015-12-31 | 31,000 | 2016-02-25 | 10-K |
| 2014-12-31 | 31,000 | 2015-02-25 | 10-K |
| 2013-12-31 | 29,000 | 2014-02-26 | 10-K |
| 2012-12-31 | 28,000 | 2013-02-26 | 10-K |
| 2011-12-31 | 28,000 | 2012-02-23 | 10-K |
| 2010-12-31 | 27,000 | 2011-02-24 | 10-K |
| 2009-12-31 | 27,000 | 2010-02-24 | 10-K |
| 2008-12-31 | 29,000 | 2009-02-26 | 10-K |
| 2007-12-31 | 31,000 | 2008-02-26 | 10-K |
| 2006-12-31 | 32,000 | 2007-02-26 | 10-K |
| 2005-12-31 | 26,000 | 2006-02-27 | 10-K |
| 2004-12-31 | 25,000 | 2005-03-08 | 10-K |
| 2003-12-31 | 25,000 | 2004-03-12 | 10-K |
| 2002-12-31 | 25,000 | 2003-03-24 | 10-K |
| 2001-12-31 | 27,000 | 2002-03-28 | 10-K |
| 2000-12-31 | 30,000 | 2001-03-28 | 10-K405 |
| 1999-12-31 | 31,000 | 2000-03-10 | 10-K |
| 1998-12-31 | 29,000 | 1999-03-31 | 10-K |
| 1997-12-31 | 25,000 | 1998-03-18 | 10-K |
| 1996-12-31 | 26,000 | 1997-03-17 | 10-K |
| 1995-12-31 | 25,000 | 1996-03-22 | 10-K |
| 1994-12-31 | 22,000 | 1995-03-22 | 10-K |
| 1993-12-31 | 21,000 | 1994-03-25 | 10-K |
Limits of this reading
- One pattern: the filing's manufacturing count (a) covers 71% of employees and the remainder stays inside it under rule 6.
- The headcount includes temporary and seasonal employees, as the filing counts them.
Source: the company's annual report on EDGAR, accession 0001628280-26-010716, 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.
Questions about this company
- How much of Mattel, Inc.'s working time is within reach of AI?
- An estimated 22% now and 37% by the end of 2028, on METR's long-run pace at four in five, from the workforce Mattel, 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 Mattel, Inc. employ?
- 31,000 as of December 31, 2025, as its annual report for the period ending December 31, 2025 states. About 15% in the U.S.
- What kinds of work make up Mattel, Inc.'s workforce?
- Read from its annual report as a blend of 1 industry staffing pattern, the largest Other Miscellaneous Manufacturing; by those patterns the work is about 38% desk work, 17% people work and 45% body work. Each share has a one-sentence reason on this page that can be checked against the filing.
- What does Mattel, Inc.'s annual report say about AI?
- 22 sentences in the filing name AI. Its annual reports for fiscal 2021 to 2025 name it in 0, 0, 12, 15 and 22 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 3, 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.