Tag: Hasbro

  • Netflix’s KPop Demon Hunters set to conquer toy aisles as Mattel & Hasbro get on board licensing bandwagon

    Netflix’s KPop Demon Hunters set to conquer toy aisles as Mattel & Hasbro get on board licensing bandwagon

    LOS ANGELES: Netflix has pulled off something rare: getting Mattel and Hasbro—bitter rivals in the toy wars—to share the spoils of its cultural juggernaut, KPop Demon Hunters. Both companies will serve as global co-master toy licensees, carving up a merchandise empire to satisfy fans who have turned the film into the streaming giant’s most-watched movie ever.

    Released in June 2025, the film has obliterated records with 325m views in 91 days. Its soundtrack hit number one on Billboard’s 200 Albums chart and has been streamed 8.3bn times. The single Golden became the longest-running number one by a girl group on the Billboard Hot 100 this century. All five main characters dominated Halloween costume searches, proving the frenzy extends well beyond the screen.

    “KPop Demon Hunters unleashed a global fan frenzy—we’re talking dancing, singing, and more screaming than anyone was emotionally prepared for,” said  Netflix chief marketing officer Marian Lee. The partnership, she added, means fans can finally get their hands on merchandise “they’ve been not-so-subtly demanding on every social platform known to humanity.”

    Mattel will unleash dolls, action figures, playsets and collectibles starting in 2026, with a presale three-pack of Huntr/X dolls available on Mattel Creations from 12 November. Mattel, chief global brand officer Roberto Stanichi promises to harness the company’s “world-class design, creative and marketing expertise” to delight fans worldwide.

    Hasbro is taking a different tack, leveraging its arsenal of brands—Monopoly, Nerf, Furby and Wizards of the Coast—for collaborations. Its first salvo is Monopoly Deal: KPop Demon Hunters, available for pre-order from 21 October and shipping on 1 January 2026. The full lineup, including plush toys, youth electronics and role-play gear, arrives in spring 2026.

    Hasbro president of toy, licensing and entertainment Tim Kilpin called the film “a powerful pop culture phenomenon with global resonance” that fits seamlessly with the company’s commitment to innovation.

    The film follows K-pop superstars Huntr/X, who moonlight as demon hunters protecting fans from supernatural threats—until they face off against a rival boy band of demons. Directed by Maggie Kang and Chris Appelhans, it is produced in partnership with Sony Pictures Animation.

    Products from both toy titans will flood retail shelves from spring 2026 through the holiday season and beyond.

    For Netflix, Mattel and Hasbro, the bet is simple: why fight over market share when there is enough screaming fandom to go around

  • Disney tops licensing table with $62 billion haul in 2024

    Disney tops licensing table with $62 billion haul in 2024

    MUMBAI: The world’s biggest brand owners have turned emotional connections into cold, hard cash. Disney sits atop a licensing empire worth $62 billion in retail sales, nearly doubling the revenue of its closest competitor as the global licensing market surged to over $307 billion in 2024—a tidy $26.7 billion increase from the previous year.

    License Global’s annual rankings reveal an industry that thrives on nostalgia, fandom and the human need to belong. While economic uncertainty grips consumers elsewhere, licensed products—from Pokemon pyjamas to Marvel mugs—continue their relentless march through shopping baskets worldwide.

    The top ten licensors generated $208bn in retail sales during 2024, up from $192 billion in 2023. Over the past five years, these corporate titans have collectively raked in more than $1 trillion, proving that emotional attachment trumps rational spending when wallets tighten.

    Disney’s dominance reflects the mouse house’s unrivalled stable of beloved characters spanning generations. But the chasing pack tells a different story. Authentic Brands Group, which corrals sports and lifestyle brands including David Beckham and Champion, claimed second place with $32bn. People Inc (formerly Dotdash Meredith) rounded out the podium with $26.7 billion, followed by NBCUniversal at $17 billion.

    The full top ten includes Hasbro ($16.1 billion), Warner Bros Discovery ($15 billion), The Pokemon Co International ($12 billion), Bluestar Alliance ($10 billion), Mattel ($8.8 billion) and Japan’s kawaii kingpin Sanrio ($8.4 billion).

    “What is remarkable about this year’s report is how it demonstrates the resilience of emotional connections in consumer decision-making,” says License Global content director Ben Roberts. Even as economic pressures mount, consumers prioritise brands that matter to them personally, creating loyalty that transcends market forces.

    The data suggests a generational handover is brewing. Millennials currently lead licensed product purchasing at 28 per cent, but Generation Z is expected to seize the crown in 2025-26, while Generation Alpha grows to 22 per cent relevance. Fashion dominates growth categories, with 70 per cent of brand owners highlighting apparel as a key opportunity, followed by toys and games (54 per cent) and food and beverage (52 per cent).

    The industry’s expanding reach is evident in its newcomers. First-time entrants include Lego, Legendary Entertainment and Gordon Brothers, reflecting licensing’s broadening appeal as brands seek deeper consumer relationships.

    As digital platforms reshape commerce, successful licensors are building integrated experiences across physical, digital and hybrid channels. Brands with agile strategies on Roblox, TikTok and social commerce platforms are positioning themselves to lead the next wave of consumer engagement.

    The licensing juggernaut shows no signs of slowing. In an era where consumers crave authentic connections, brands that can tap into personal identity and shared experiences have found the ultimate recession-proof formula.

  • Nazara’s Kiddopia  teams up with Hasbro to bring PJ Masks heroes to early learning app

    Nazara’s Kiddopia teams up with Hasbro to bring PJ Masks heroes to early learning app

    MUMBAI: In a marriage of tiny heroes and tinier thumbs, Nazara Technologies’ award-winning educational platform Kiddopia has struck a deal with toy titan Hasbro to inject the wildly popular PJ Masks characters into its digital playground for pre-schoolers.

    The partnership will unleash a battalion of exclusive activities featuring the pint-sized nocturnal crusaders—Catboy, Owlette and Gekko—designed to blend entertainment with education in what promises to be a pedagogical romp for the under-five set.

    “We are thrilled to partner with Hasbro to bring PJ Masks to Kiddopia,” effused Kiddopia chief operating officer Dhaval Sheth. “Our mission is to make learning fun, and by integrating these beloved characters into our platform, we are creating an exciting new way for kids to explore, learn, and play.”

    The fresh content will include interactive mini-games bolstering early maths and literacy, creative storytelling adventures, and problem-solving challenges that champion teamwork—all wrapped in the irresistible PJ Masks universe that has children worldwide donning makeshift capes at bedtime.

    Hasbro senior vice president of business affairs Nick Mitchell  remarked: “PJ Masks has captivated young audiences worldwide, and we look forward to bringing these heroic adventures to the Kiddopia app. This partnership aligns perfectly with our goal of delivering engaging, high-quality play experiences across multiple platforms.”

    The digital heroics will commence later this year, available to all subscribers on both iOS and Android platforms. 

  • Peppa Pig named Save The Children child ambassador

    Peppa Pig named Save The Children child ambassador

    MUMBAI: Child rights organisation Save the Children is emphasising on Right to Play as fundamental to the health and well-being of children and has announced Peppa Pig as their child ambassador to promote the importance of leisure time.

    Peppa Pig has been one of the most celebrated characters amongst kids and has a strong influence to instil positive behavioural change. In 2019, Viacom18 (also the official merchandising and licensing partner to Peppa) in association with Save The Children had come together for the ‘Peppa Plays Cricket’ campaign to unlock the potential of young cricketers. This year’s edition also saw eOne and Viacom18 Consumer Products engage kids to unleash their creativity by designing Peppa’s cricket jersey as kids were quarantined at home.

    This partnership will see several activities in the next one year, beginning with a collaboration with Hasbro’s Play-Doh brand through the ‘Cans of Kindness’ initiative. Over 1,000 children from underprivileged communities will receive cans of colourful and reusable Play-Doh for endless hours of fun and learning. With Play-Doh, children can make and create anything they imagine. The aim is to spark creativity, encourage the practice of fine motor skills and hand eye coordination. This first-of-its-kind collaboration between Peppa Pig and Play-Doh will encourage learning, creativity and most importantly – fun!

    With early childhood services, playgrounds, schools, and other public spaces for children still closed in India, there is limited access for play in the physical spaces. Save the Children and Peppa Pig will amplify and urge authorities to provide suitable conditions for children to play and #ProtectAGeneration at a time when children are locked up in their houses.

    While Peppa has become a global phenomenon, Viacom18 has been instrumental in building a stronger affinity towards the character in India by creating multiple touchpoints through its on-air, digital, merchandise and events verticals. Currently, Peppa Pig On Nick Jr India is amongst the top three properties in the pre-school genre, India and amongst Voot Kids pre-school properties as well. Viacom18 Consumer Products also recently announced a range of Peppa merchandise to delight kids while they continue to stay home.

    Save the Children CEO Sudarshan Suchi said, “Play is essential for children as it helps in developing their imagination, dexterity, physical, cognitive and emotional strength. It allows children to conquer their fears and master the world. Undirected play allows children to learn social behaviours, to share, to negotiate and to resolve conflicts. More than anything, play allows a child to experience happiness and joy, which is a fundamental building block to any other right.”

    “There has been a groundswell of affection for Peppa Pig after we first launched in India in June 2016 on Voot Kids before making its debut on Nick Jr India in January 2017. We are excited to spread happiness and joy at such a time when kids need it most. We will have Peppa engage in something that is extremely meaningful to kids and, with each activity meticulously planned for every child’s palate, we are looking forward to yet another great campaign,” said  global brand & marketing, family brands executive vice president Rebecca Harvey.

    Mahesh Shetty, head – network sales, Viacom18 said, “While the perils of the pandemic continue to exist, Right to Play is pertinent, especially in today’s times where kids continue to stay confined and are unable to engage, interact with the world around them. We are extremely delighted that Peppa has been chosen by Save The Children to be the child ambassador to promote Right to Play. We believe that Peppa has a strong influence on the minds of young kids and will play a key role in changing mindsets and reinforcing the value of play. Since 2016, Viacom18 has created a strong ecosystem for Peppa Pig with forays into broadcast, digital, merchandise and events. We look forward to partnering with eOne and Save The Children on the exciting initiatives planned in the coming months.”

    Hasbro South Asia country manager Bhavesh Somaya said, “At the heart of everything we do, lies our commitment to make the world a better place for all families and children. With concerted efforts, the Cans of Kindness campaign is a step towards building the Value of Play in India through creative, imaginative and fun play sessions using Play-Doh.”

  • Hasbro to acquire Entertainment One for approx $4 bn

    Hasbro to acquire Entertainment One for approx $4 bn

    MUMBAI: Hasbro is set to acquire Entertainment One (eOne) in an all-cash transaction valued at approximately $4 billion. The deal enhances Hasbro’s brand portfolio, which includes My Little Pony, with the global preschool brands Peppa Pig and PJ Masks, as well as a slate of additional brands under development, including Ricky Zoom.

    eOne brings profitable, growing capabilities in scripted and unscripted TV development and production. eOne’s Canadian TV and film operations will continue as a distinct Canadian-controlled business within the combined business.

    “The acquisition of eOne adds beloved story-led global family brands that deliver strong operating returns to Hasbro’s portfolio and provides a pipeline of new brand creation driven by family-oriented storytelling, which will now include Hasbro’s IP,” said Hasbro chairman and CEO Brian Goldner. “In addition, Hasbro will leverage eOne’s immersive entertainment capabilities to bring our portfolio of brands that have appeal to gamers, fans and families to all screens globally and realise full franchise economics across our blueprint strategy for shareholders. We are excited to welcome eOne’s talented employees from around the world into the Hasbro family.”

    eOne chairman of the board Allan Leighton said, “On behalf of the board of eOne, I am very pleased by this exciting development, which is a testament to eOne management’s vision, leadership and solid execution. This transaction creates significant, immediate value for our shareholders as it recognizes the strength of our future-facing business model.”

    “Hasbro’s portfolio of integrated toy, game and consumer products, will further fuel the tremendous success we’ve achieved at eOne,” said eOne CEO Darren Throop. “There’s a strong cultural fit between our two companies; eOne’s stated mission is to unlock the power and value of creativity which aligns with Hasbro’s corporate objectives. eOne teams will continue to do what they do best, bolstered by the access to Hasbro’s extensive portfolio of richly creative IP and merchandising strength. In addition, the resulting expanded Hasbro presence in Canada through eOne’s deep roots will bring world-class talent and production capabilities to Hasbro. Along with our leadership team, I look forward to working with Hasbro on our joint growth and success for many years to come.”

    “By combining two profitable and financially disciplined companies we expect to unlock value in the short- and long-term for our stakeholders,” said Hasbro chief financial officer Deborah Thomas. “eOne’s brands and TV and film expertise, together with Hasbro’s brands, toy and game innovation and licensing capabilities, positions us to more quickly drive revenue and profit over the medium-term. We remain committed to maintaining an investment-grade rating and returning to our gross Debt to EBITDA target of 2.00 to 2.50X.”

  • Hasbro, HBO join forces to introduce Monopoly: Game of Thrones

    Hasbro, HBO join forces to introduce Monopoly: Game of Thrones

    MUMBAI: Hasbro and HBO have joined forces for the launch of an all new edition of MONOPOLY: GAME OF THRONES. Inspired by the network’s popular series GAME OF THRONES, MONOPOLY: GAME OF THRONES has been launched which incorporates features from the show such as customized tokens, iconic properties and graphics within the game board.

    The MONOPOLY GAME OF THRONES Edition will also feature an Iron Throne card holder that plays the iconic theme song throughout gameplay. This is the first time ever that a music component has been incorporated into a Monopoly Board.

    With game tokens inspired by the honorary sigils of the Great Houses, MONOPOLY and GAME OF THRONES fans can set sail to Westeros. Players will travel around the board to buy, sell, and trade iconic locations from the Seven Kingdoms, building castles and holdfasts in their pursuit to rule the Iron Throne.

    “As the last season of the American fantasy drama show is set to air in April, we are excited to announce the launch of MONOPOLY: GAME OF THRONES edition in the country. From the board to tokens to the money, the entire setting and concept has been adapted from the show thus ensuring it transports the players into the world of Westeros through their favorite board game”, said  Bhavesh Somaya, Country Head, Hasbro India LLP

    The MONOPOLY: GAME OF THRONES Edition game is designed for fans aged 18 years and above. Priced at Rs 2999/-, it will be available at top retailers nationwide and on Amazon.in from March 2019.

    MONOPOLY is the world’s favorite family game brand and is enjoyed by more than 1 billion players in 114 countries across the globe. Fans can engage with the MONOPOLY brand across many platforms and formats world over including live events, fashion licensing, digital gaming, casino gambling, and more. Stay updated on the latest MONOPOLY brand news at Monopoly.com, Facebook.com/Monopoly, @HasbroNews on Twitter, and @Hasbro on Instagram. For more information on Hasbro gaming products visit, www.amazon.in/Hasbro.

  • Warner Bros. & Hasbro partner on ‘Dungeons & Dragons’ movie

    Warner Bros. & Hasbro partner on ‘Dungeons & Dragons’ movie

    MUMBAI: Warner Bros. Pictures, Hasbro’s Allspark Pictures and Sweetpea Entertainment are moving forward on a feature film franchise based on Dungeons & Dragons, the popular role playing game.

     

    Hasbro’s Brian Goldner and Stephen Davis, Courtney Solomon and Allan Zeman of Sweetpea Entertainment, and Roy Lee are attached as producers.

     

    Highlighting the priority being given to the project, Warner Bros. Pictures already has a script, written by David Leslie Johnson.

     

    “We are so excited about bringing the world of Dungeons & Dragons to life on the big screen. This is far and away the most well-known brand in fantasy, which is the genre that drives the most passionate film followings. D&D has endless creative possibilities, giving our filmmakers immense opportunities to delight and thrill both fans and moviegoers new to the property,” said Warner Bros. Pictures president, creative development and worldwide production Greg Silverman.

     

    “This is such an enormous opportunity to bring the rich fantasy setting of the Forgotten Realms to life and, together with the creative powerhouse of Warner Bros., use movies to tell the stories that have enchanted passionate D&D fans for decades. D&D is the role-playing game that started it all and now we have the opportunity to ignite a franchise for its legions of avid fans in a way never done before,” added Hasbro, Inc executive vice president and chief content officer Stephen Davis.

     

    Dungeons & Dragons first became popular in 1974, and since then has amassed millions of players and fans worldwide. The property has also influenced numerous writers, directors, game designers, and other creative professionals throughout its four decades.

     

    “We are thrilled that this beloved property can finally make its way to the big screen after 20 years, and that it can be realized by Warner Bros., which has been responsible for the biggest fantasy franchises over the past two decades,” said Sweetpea Entertainment’s Courtney Solomon.

     

    The announcement also reflects the resolution of Hasbro and Wizards of the Coast LLC’s complaint against Sweetpea Entertainment, Inc. and Sweetpea BVI, Ltd. and the counterclaims filed by Sweetpea against Hasbro in May 2013 related to the Dungeons & Dragon brand.

     

    All rights for future Dungeons & Dragons productions have been unified and returned to Wizards of the Coast, a wholly-owned subsidiary of Hasbro.

  • Q2-2015: Forex pulls down Hasbro revenue; Licensing & Entertainment op income halves

    Q2-2015: Forex pulls down Hasbro revenue; Licensing & Entertainment op income halves

    BENGALURU: American multinational toy and board game company Hasbro, Inc., (Hasbro) reported 3.8 per cent decline in net revenue to $797.66 million in the quarter ended 28 June, 2015 (kQ2-2015) as compared to the $829.26 million in the corresponding year ago quarter  (quarter ended 29 June, 2014) impacted by negative forex of  $71.5 million says the company. If the forex loss was neglected, net revenue in Q2-2015 grew 4.8 per cent in the current quarter as compared to the previous quarter. 

     

    For the six month period ended 28 June, 2015 (6M-2015), Hasbro reported almost flat revenue(0.2 percent higher) at $1511.16 million as compared to the $1508.72 million in 6M-2014 (six months ended 29 June, 2014).

     

    Hasbro’s Licensing and Entertainment segment contributes around six per cent to Hasbro’s revenue. The segment reported almost flat revenue in Q2-2015 $47.64 million as compared to the $47.66 million in the corresponding year ago quarter. However, its operating income halved (declined by 49 per cent) to $7.44 million in Q2-2015 as compared to the $14.65 million in Q2-2014, primarily due to digital gaming expenses, including the final quarter of amortization expense from certain digital gaming rights says the company.

     

    Company speak

     

    Net earnings attributable Hasbro increased 22.7 per cent to $41.81 million (5.2 per cent of net revenue) in Q1-2016 as compared to the $33.48 million (four per cent of net revenue in Q2-2014).

     

    “Our second quarter results continue a strong start to the year with good underlying momentum in our Franchise and Partner brands across geographies,” said Hasbro chairman, president and CEO Brian Goldner. “The execution of our brand blueprint strategy, including our recent decision to sell our final manufacturing locations and the continued development of new relationships in content development, furthers the transformation of Hasbro into an organization focused on global brand building. We are well positioned for the remainder of 2015, but importantly we continue to develop our capabilities for the long-term execution of our strategy toward unlocking the full potential value of our brands.”

     

    “Our second quarter results came with numerous challenges, including a significant negative foreign exchange impact and difficult year-over-year comparisons in several brands,” said Hasbro CFO Deborah Thomas. “Even with these challenges, we delivered a strong second quarter and a good first half of 2015. We continue to make important investments across our business to promote brand initiatives and to further improve the global efficiency of Hasbro. Some of these investments will be more prominent in the second half of 2015 than they were in the first six months of the year.”

     

    Segment Revenue

     

    Licensing and Entertainment segment

     

    Hasbro’s Licensing and Entertainment segment numbers have been mentioned above.

     

    US and Canada segment

     

    Hasbro’s US and Canada segment net revenues increased one per cent to $385.2 million compared to $383 million in Q2-2014. The segment’s results reflect growth in the Boys and Preschool categories says Hasbro. The US and Canada segment reported operating profit of $47.1 million, essentially flat with $46.9 million in Q2-2014.

     

    International segment

     

    International Segment net revenues were $362.8 million compared to $396.8 million in 2014. Growth in the Preschool category was more than offset by declines in the Boys, Games and Girls categories. On a regional basis, growth in Latin America was offset by declines in Europe and Asia Pacific. Emerging markets revenues declined 11 per cent in the quarter. Excluding an unfavourable $69.5 million impact of foreign exchange, of which approximately two-thirds of the impact was in Europe and the remainder in Latin America, net revenues in the International Segment grew nine per cent and approximately nine per cent in emerging markets.

    The International Segment reported operating profit of $25.4 million compared to  the $29.2 million in 2014, which was also negatively impacted by foreign exchange.

     

    Category Performance

     

    Boys category

     

    Q2- 2015 net revenues in the Boys category increased one per cent to $340.4 million. This growth was driven by year-over-year revenue gains in Hasbro franchise brand Nerf, as well as shipments in support of Jurassic World and growth in Marvel and Star Wars products. These increases more than offset the anticipated decline in Transformers, which faced difficult comparisons versus the 2014 shipments in support of the theatrical release of Transformers: Age of Extinction.

     

    Games category

     

    Games category revenues declined six per cent in the quarter to $211.6 million. Magic: The Gathering declined in the quarter as the major set release occurred in the first quarter 2015 versus the second quarter 2014. 

     

    Over the first six months of the year, Magic: The Gathering revenues increased. Additional revenue declines in Duel Masters and Angry Birds products were partially offset by gains in franchise brand Monopoly as well as in several other games brands including Trouble, Clue and Twister.

     

    Girls category

     

    The Girls category revenues declined 22 per cent in the second quarter 2015 to $127.5 million. Furby was the leading driver of this decline, along with smaller declines in Franchise Brands My Little Pony and Nerf Rebelle in the quarter. Growth in Play-Doh Dohvinci and shipments of Disney Descendants partially offset these declines.

     

    Preschool category

     

    Preschool category revenues increased 14 per cent in the second quarter 2015 to $118.1 million. Growth in Franchise Brand Playdoh and shipments of Jurassic World more than offset revenue declines in core Playskool products.

  • Mattel reports lower results for Q4-2015 and FY-2014; CEO Stockton takes the fall, quits

    Mattel reports lower results for Q4-2015 and FY-2014; CEO Stockton takes the fall, quits

    BENGALURU:  Mattel, Inc (Mattel) reported a 6 per cent drop in worldwide sales from Q4-2014 (quarter ended 31 December 2014, current quarter) to US$ 1994 million from US$ 2113.2 million in Q4-2014. Worldwide sales for FY-2014 (year ended 31 December 2014) fell 7.3 per cent to US$ 6023.8 million from US$ 6484.9 million in FY-2013.

     

    For the quarter, the company reported net income of US$ 149.9 million, or US$ 0.44 per share, which includes a negative impact of US$ 0.05 per share from MEGA Brands integration costs and a negative tax impact of US$ 0.03 per share, compared to last year’s fourth quarter net income of US$ 369.2 million, or US$ 1.07 per share. For the year, the Company reported net income of US$ 498.9 million, or US$ 1.45 per share, which includes a negative impact of US$ 0.16 per share from MEGA Brands acquisition and integration costs 3 and a tax benefit of US$ 0.13 per share, compared to last year’s net income of US$ 903.9 million, or US$ 2.58 per share, which included a tax benefit of US$0.09.

     

    Bryan Stockton resigned from his position as chairman and CEO, as well as from the board of directors of Mattel on 26 January 2015. The company announced Christopher Sinclair’s appointment as Mattel chairman and Interim CEO on the same day.

     

    “We are disappointed with our results but moving forward with a heightened sense of urgency to make the necessary changes to enhance our brand relevance and improve our execution,” said Sinclair. “Over the next few months, I will be focused on working with the management team to thoroughly evaluate the business in order to identify how we can improve our top-line performance and drive profitability. I am confident in our ability to revitalize our brands and our business and fully committed to delivering greater value for shareholders.”

     

    Sales by Brand

     

    Mattel Girls and Boys Brands

     

    For the fourth quarter, worldwide gross sales for Mattel Girls & Boys Brands were US$ 1.23 billion, down 9 percent versus the prior year. Worldwide gross sales for the Barbie brand were down 12 per cent. Worldwide gross sales for Other Girls brands were down 3 per cent. Worldwide gross sales for the Wheels category, which includes the Hot Wheels and Matchbox brands, were up 2 per cent. Worldwide gross sales for the Entertainment business, which includes Radica and Games, were down 21 per cent.

     

    For the year, worldwide gross sales for Mattel Girls & Boys Brands were US$ 3.90 billion, down 10 percent versus the prior year. Worldwide gross sales for the Barbie brand were down 16 per cent. Worldwide gross sales for Other Girls brands were down 2 per cent. Worldwide gross sales for the Wheels category, which includes the Hot Wheels and Matchbox brands, were up 1 percent. Worldwide gross sales for the Entertainment business, which includes Radica and Games, were down 20 per cent.

     

    Fisher-Price Brands

     

    Fourth quarter worldwide gross sales for Fisher-Price Brands, which includes the Fisher-Price Core, Fisher-Price Friends and Power Wheels  brands, were US$ 578.9 million, down 11 percent versus the prior year. For the year, worldwide gross sales for Fisher-Price Brands were US$ 1.84 billion, down 13 per cent versus the prior year.

     

    American Girl Brands

     

    Fourth quarter gross sales for American Girl Brands, which offers American Girl-branded products directly to consumers, were US$ 318.3 million, down 4 percent versus the prior year. For the year, gross sales for American Girl Brands were US$ 620.7 million, down 2 percent versus the prior year.

     

    Construction and Arts & Crafts Brands

     

    Construction and Arts & Crafts Brands

     

    Fourth quarter gross sales for Construction and Arts & Crafts Brands, which includes the MEGA BLOKS and RoseArt brands, were US$ 130.0 million. For the year, gross sales for Construction and Arts & Crafts Brands were US$ 315.0 million. Mattel acquired MEGA Brands Inc. on 30 April 2014.