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Adults Are Driving Hasbro's Revival, and the Industry Is Taking Notice



Hasbro posted a 16% increase in quarterly revenue to $1.14 billion, reaching $1.14 billion and exceeding analysts' expectations of $1.07 billion. The results suggest that spending on entertainment and nostalgic products remains resilient, even as consumers continue to make careful decisions about where to allocate their discretionary income.

The Loterijuguru editorial team notes that this broader trend extends across many forms of leisure spending. In Lithuania, resources such as https://loterijuguru.lt/ provide information about lottery-related options, reflecting one of the many entertainment categories competing for consumers' discretionary budgets. From the team's perspective, Hasbro's results illustrate a wider pattern: adults increasingly weigh different leisure activities before deciding how to spend their available entertainment budget.

“Hasbro hadn't focused enough on its toy business, adequately filled its innovation pipeline, or even had a clear philosophy to guide it through a reinvention.”

That was Chris Cocks, speaking in a 2024 Fortune interview about the state of the company when he arrived. The gap between that assessment and Tuesday's earnings report captures just how sharply the pivot has landed.

Hasbro's Q2 Turnaround and the CEO Behind It

The numbers behind Hasbro's quarter are grounded in a deliberate strategic choice, not a market tailwind. Fortune reported that revenue reached $1.14 billion, well above what analysts had forecast, and Hasbro shares rose sharply on the news, extending a year-to-date gain of 9%.

The architect of the recovery is Cocks, appointed CEO in 2022 after managing game portfolios and marketing strategies for key Xbox launches at Microsoft's Xbox division. He arrived with a distinct philosophy, one that reframes Hasbro not as a toy company or a video game maker but as an operator in what he calls "the industry of play." That phrase matters because it licenses the company to pursue adults as aggressively as children.

"Where they are leaning in and are pretty eager for more product is in the gamified, entertainment-driven, multi-purchase, multi-generational products, basically stuff for kidults," Cocks told Wall Street analysts Tuesday morning.

The term is blunt, but the commercial logic behind it is precise. Adults carry more disposable income than children, make their own purchase decisions, and carry powerful emotional attachments to brands they grew up with. Hasbro is building a business around all three.

Magic: The Gathering Crosses the $500 Million Mark

The clearest single data point in the quarter was Magic: The Gathering. The trading card game grew 32% year-over-year and crossed the $500 million threshold for a single quarter for the first time in its history.

Two mechanisms drove that performance. First, Hasbro launched a collaboration with Marvel Super Hero collectibles, tapping the kind of franchise crossover that reliably pulls in adult fans of both properties. Second, the company worked to make the game more accessible to larger groups, lowering the barrier for social play and effectively turning card nights into a repeatable group activity rather than a solitary hobby.

Cocks made clear that this is not a category he intends to treat modestly. "Magic is not a niche hobby business. It is a mega franchise," he told analysts. "'Magic: The Gathering' belongs in the same company as Pokémon, EA Sports, World of Warcraft, and Minecraft." The ambition there is to manage the franchise on the scale of the largest entertainment properties in the world, not simply as a tabletop game with a loyal following.

Adult Women and a 70-Year Brand's First Grown-Up Product

Hasbro's kidult strategy did not emerge in a vacuum. Research firm Circana recorded toy sales rising by double-digit percentages in spring 2026, including a 13% increase in April, the most recent month for which the firm published figures. More striking than the headline growth rate is where it is coming from. According to Circana, more than half of overall toy industry growth is driven by women, as manufacturers capitalize on nostalgia for established brands and demand for updated versions of familiar products.

Hasbro gave that dynamic a concrete form last week with the introduction of Blooms by Play-Doh. The product lets consumers build realistic-looking floral arrangements intended to be preserved and displayed, and it carries a distinction that underlines just how far the adult pivot has reached. Blooms by Play-Doh is the first product in the brand's 70-year history designed specifically for grown-ups. A compound that has lived in children's playrooms since the mid-1950s now has a line aimed at adults who want something closer to a craft experience than a children's activity.

Selling eOne, Cutting Video Game Spending, and Betting on Co-Publishing

The revenue results did not arrive without significant structural change. Cocks sold Hasbro's eOne television and movie business to Lionsgate for a fraction of the $4 billion the company had paid for it in 2018. The sale removed a content operation that was consuming resources without generating returns proportionate to its cost, freeing capital and management attention for the areas Cocks had decided to prioritize.

Video games are being treated with similar discipline. Cocks announced Tuesday that Hasbro will cut spending on its video game business by at least 25% every year going forward. That is not an exit from the category, but it is a clear signal about where growth investment will not be concentrated.

Two upcoming titles, Exodus and Warlock, scheduled for release next year, illustrate the model Cocks is moving toward. Both will be produced with a co-publisher and tied directly to Hasbro's trading card and role-playing game properties. The structure limits financial exposure while keeping the games connected to the franchises that are actually producing results.

Taken together, the disposals and spending cuts define a company narrowing its surface area and deepening its commitment to the categories where adult consumers are already spending. The "industry of play" framing Cocks has put forward is already producing shelf changes, new product categories, and a 70-year-old compound finally designed with grown-ups in mind.