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From time to time, including in this Annual Report on Form 10-K and in our annual report to shareholders,
we publish “forward-looking statements” within the meaning of the Private Securities Litigation Reform Act of
1995. These “forward-looking statements” may relate to such matters as our business and marketing strategies,
anticipated financial performance or business prospects in future periods, including with respect to our planned
cost savings initiative, expected technological and product developments, the expected content of and timing for
scheduled new product introductions or our expectations concerning the future acceptance of products by
customers, the content and timing of planned entertainment releases including motion pictures, television and
digital products; and marketing and promotional efforts, research and development activities, liquidity, and
similar matters. Forward-looking statements are inherently subject to risks and uncertainties. The Private
Securities Litigation Reform Act of 1995 provides a safe harbor for forward-looking statements. These
statements may be identified by the use of forward-looking words or phrases such as “anticipate,” “believe,”
“could,” “expect,” “intend,” “looking forward,” “may,” “planned,” “potential,” “should,” “will” and “would” or
any variations of words with similar meanings. We note that a variety of factors could cause our actual results
and experience to differ materially from the anticipated results or other expectations expressed or anticipated in
our forward-looking statements. The factors listed below and in Item 1A of this Annual Report are illustrative
and other risks and uncertainties may arise as are or may be detailed from time to time in our public
announcements and our filings with the Securities and Exchange Commission, such as on Forms 8-K, 10-Q and
10-K. We undertake no obligation to make any revisions to the forward-looking statements contained in this
Annual Report on Form 10-K or in our annual report to shareholders to reflect events or circumstances occurring
after the date of the filing of this report. Unless otherwise specifically indicated, all dollar or share amounts
herein are expressed in millions of dollars or shares, except for per share amounts.
PART I
Item 1. Business.
General Development and Description of Business and Business Segments
Except as expressly indicated or unless the context otherwise requires, as used herein, “Hasbro”, the
“Company”, “we”, or “us”, means Hasbro, Inc., a Rhode Island corporation organized on January 8, 1926, and its
subsidiaries.
Overview
We are a global branded-play company committed to Creating the World’s Best Play Experiences. We
strive to do this through deep consumer engagement and the application of consumer insights, the use of
immersive storytelling to build our brands, product innovation and development of global business reach. We
apply these principles to leverage our beloved owned and controlled brands, including LITTLEST PET SHOP,
MAGIC: THE GATHERING, MONOPOLY, MY LITTLE PONY, NERF, PLAY-DOH and TRANSFORMERS,
as well as the licensed brands of our strategic partners. From toys and games to television programming, motion
pictures, digital gaming and a comprehensive consumer products licensing program, Hasbro fulfills the
fundamental need for play and connection for children and families around the world. The Company’s wholly-
owned Hasbro Studios creates entertainment brand-driven storytelling across mediums, including television, film
and more. These elements are executed globally within the construct of our strategic plan, the brand blueprint, at
the center of which our brands reside. Using this blueprint, we innovate new brands and re-imagine, re-invent
and re-ignite our owned and controlled brands through toy and game innovation, immersive entertainment
offerings, including television programming and motion pictures, and a broad range of licensed products, ranging
from traditional to high-tech and digital, all informed by storytelling and consumer insights.
Brand Architecture
Hasbro organizes owned, controlled and licensed intellectual properties within the brand architecture with a
focus on the following: Franchise Brands, Challenger Brands, Mega Gaming Brands and Partner Brands.
Implementation of the brand architecture has allowed us to leverage existing brand competencies outside the
confines of our traditional product categories, creating significant growth opportunities in our brands.
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