Hasbro, Inc. (HAS) Earnings Call Transcript & Summary
September 16, 2020
Earnings Call Speaker Segments
Michael Ng
analystBefore we start, we're required to make certain disclosures in public appearances about Goldman Sachs' relationships with companies that we discuss. The disclosure relates to investment banking relationships, compensation received of 1% or more ownership. We're prepared to read aloud these disclosures for any issuer upon request, but these disclosures are available to you as our clients on our firm portals. With that said, thank you, everyone, for joining today's fireside chat with Hasbro's Chairman and CEO, Brian Goldner; and CFO, Deb Thomas. During our conversation today, we're going to talk about Hasbro's strategy for growth, including its brand blueprint and its acquisition of eOne. And the current state of the toy and toy retail industry, and we're also going to do a deep dive on Hasbro's brand portfolio. My name is Mike Ng. I'm Goldman's toys and video game analyst covering Hasbro, and I have the privilege of moderating this discussion with Brian and Deb. Thank you both for making yourselves available.
Michael Ng
analystMaybe just to kick off, early on, Hasbro made a deliberate decision, embracing content and storytelling to help drive demand for all types of consumer products, including toys. Could you talk a little bit about what led you to pursue the brand blueprint and how you see your strategy for growth today?
Brian Goldner
executiveYes. Good morning, Mike, and thank you, everyone, for being here today. I'll just remind you, we'll make some forward-looking statements, and please look at our SEC filings as far as our investor website. So more than 15 years ago, we began to redevelop our brands having really focused on other people's properties through the 1990s. And what we saw was an opportunity to tap into consumer insights, not just those from syndicated research from third-party research, but to develop proprietary insights around our brands so that we understood where our consumers were going from a behavior standpoint, from a consumption of content standpoint and from a play standpoint. And so we could see the trend toward engaging with brands that had great story and character that were beginning to be presented in more of a digital format through the '07, '08 period as Facebook and the iPhone began to be more prevalent. And so we developed a strategy that would enable us, again, to put our brands in the center of everything we do to surround them with proprietary consumer insights and then to begin to execute them certainly in our core historical strength of toys and games, but also consumer products. As you tell more stories around your brands, you're able to license the rights to those brands to consumer products licensees, to really accelerate our digital gaming efforts, particularly headlined by MAGIC: THE GATHERING and Dungeons & Dragons and to begin our storytelling journey because we recognize that whether it's short-form content online, or a long-form content in television and film, that consumers will travel with the brand that they love across multiple forms and formats. They'll play and engage and enjoy a brand in multiple ways. And so we saw the opportunity to begin to regrow our brands that were incredibly small back in the 2000 period to be multi-hundred million dollar brands particularly focused on our franchise brands, our gaming business, our partner brands and then an array of challenger brands that were looking for their lighthouse identity.
Michael Ng
analystGreat. That's a really fantastic overview, Brian. At the beginning of the year, Hasbro closed on its acquisition of eOne. It was obviously a big push into content. Can you talk about what attracted you to eOne? And what do you see as the long-term opportunities of that acquisition?
Brian Goldner
executiveSure. We've had some successes in developing storytelling, but we felt that we could scale that effort. And in fact, as we saw the trends that were out there in the industry, as we saw more live-action stream content, engaging with consumers, we saw the real opportunity with eOne on a couple of fronts. First and foremost, they have an array of great preschool brands, but also the capability to build new brands in the future, and we were able to see the brands that were in development that have yet to be launched and just how salient they were and merchandisable they were potentially. So we're today focused on PEPPA and PJ MASKS and Ricky Zoom that are in the marketplace, but there is a whole host of brands that are in development. In addition, we saw the opportunity for the eOne family brands team to take on our brands like My Little Pony and LITTLEST PET SHOP and Pound Puppies. And so there's a real opportunity there. They've already embraced and taken on My Little Pony. We'll have our first CGI fully rendered animated feature film coming out next fall. So there's a big step-up in opportunity for us on that side. On the second side, the live-action film and television business, there's a real opportunity there as well. And what we saw was that as big studios, we're reclaiming their IP rights for their own streaming services, we saw an opportunity, and we were getting lots of inbound interest for our big IPs and brands and yet we didn't have the capability to really present those IPs in the most creative manner, in the most compelling manner and do so globally. And so we see an opportunity headlined by brands like MAGIC: THE GATHERING and Dungeons & Dragons, Transformers, G.I. Joe, Risk and other brands like MONOPOLY, as an opportunity to story-tell in a live-action space in addition to animation and also to continue at a greater pace in our feature film business, but recognize that the proportionality is more focused on television than even film. And the third area, had to do with the capabilities and expertise, the business model that eOne is executing. So heretofore, Hasbro would execute a story-led strategy and our efforts there were more marketing oriented, meaning we might make a bit of money or we might not make a bit of money. We'd look at it as a marketing cost in order to get the rest of the blueprint activated in a flywheel spinning. And in the case of eOne, they have a great robust business model where they are making profitable content, getting paid for it with good operating margins across an array of brands, very strong operating margins in the family brands business and really good solid operating margins in TV and film. And the way they off-lay or layoff some of the risk and mitigate the risk around productions was really compelling for us as well, an opportunity to make entertainment and storytelling profitable as well as driving the performance of the overall company.
Michael Ng
analystGreat. And I'd love to dive into each of those things in turn. Maybe just starting out, when Hasbro made the acquisition, they guided to $130 million of cost synergies by year-end 2022. Could you just talk a little bit about what's encompassed in that $130 million and how those initial integration and synergy efforts have been pacing since?
Brian Goldner
executiveSure. I'm going to comment a little bit on the teams coming together, and then I'll let Deb talk about where we are and the progress that we're making, and it's really evident. I think this environment has given us the opportunity to move even more at pace. I mean the fact that we are all together connected in a Zoom or Teams environment has enabled the teams to really look at the revenue synergy side, meaning new initiatives, new IP stood up in a creative manner, executed around the blueprint, and that planning has really gone on in a robust way. So it's really exciting to see. Now none of those revenue synergies were included in that $130 million. I'll let Deb outline for you what was included and then how we see the progress that we're making there.
Deborah Thomas
executiveSure. And as Brian said, Mike, it's fantastic because we were able to have the opportunity to work on these revenue synergies, things that we had not anticipated, which is fantastic. But the $130 million, we remain on track for that. About 2/3 of that was actually related to product and sourcing. So we'll start to see the beginnings of that in 2021. But we're on track this year. We've got cost synergies of about $20 million, but by far, the biggest piece was the revenue synergies. And we're on track, but we'll see the bigger piece of realizing those synergies in 2022 as we take on more of the properties in the product development.
Michael Ng
analystGreat. So with PEPPA PIG, PJ MASKS, and Ricky Zoom, Hasbro is getting a few global premier preschool brands and a studio that has proven experience in launching those brands. Could you describe some of the initiatives, marketing initiatives, production initiatives that you're using to grow these brands? And what other opportunities do you see for these brands on the content side?
Brian Goldner
executiveSure. So as Deb outlined, the team is fully embraced developing toys and games that are within Hasbro's wheelhouse. And yet the CP team that has now come together, we've already fully integrated the Hasbro and eOne CP team, the consumer products team. So that's underway. We'll continue to have licensees, robust licensing around PEPPA and PJ. So Hasbro will focus on its wheelhouse categories in toys and role play and gaming but we'll continue to have great licensees out there as well. We begin that process fall '21, and we'll get a full year in '22. The other interesting thing, the opportunity is we look at, let's say, PJ MASKS for example. We obviously work in incredible partnership with The Walt Disney Company. In fact, PJ airs on many of the Disney channel platforms around the world and is now airing on Disney+. So we'll continue to enhance its presence, the prominence of the brand. Obviously, short-form content on YouTube and other formats. PJ -- PEPPA PIG, we're into production on subsequent seasons as we are on PJ MASKS. And we really see these brands as being able to be developed more fully. And with Hasbro is both the licensor as well as a toy and game keystone provider of content and innovation and product, it's going to enable our retailers to do far more business on these brands as we go out around the world.
Michael Ng
analystGreat. Let's talk a little bit about the live-action content side, which you mentioned earlier. How does the acquisition of eOne really better positioned some of Hasbro's brands when you try to present them to studios to produce live-action content? And which Hasbro properties do you think are the most suitable for that type of content? And does having eOne position you better to produce that live-action content outright or better position you for coproductions?
Brian Goldner
executiveYes. What's been great, and it was clear to us as we look at our audience and consumer, you go back to consumer insights and you look at the brands and how they're resonating like Dungeons & Dragons and MAGIC: THE GATHERING. The fact that we are out to double the size of the Wizards of the Coast gaming business, and we're on track to accomplish that. And yet the can in the mythology, the published materials around D&D, Dungeons & Dragons, and MAGIC: THE GATHERING is robust. In fact, it's probably even more substantial than a brand like Transformers that's already shown its success in storytelling and the ability to activate around the blueprint or incremental value for our fans as well as for our shareholders. So we are underway in developing Dungeons & Dragons, both in film and in television, MAGIC: THE GATHERING in both film and in television. You'll see efforts from G.I. Joe. Our film comes next fall now, redated for next fall. But you would imagine that, that's a brand that's really right for live-action storytelling. And then there's a whole host of additional brands, where what's so interesting is everyone loves our brands and that we're getting great creative stewardship, people who are writers and showrunners and directors. We also added great talent to eOne. Michael Lombardo came on from HBO. He's running our television business. He really understands the space. And obviously, strong IP is very valued by streamers and other linear and terrestrial platforms around the world. And so the interest is there. The desire is there. We're developing those creative pitches and takes and that capability that eOne brings, the understanding of the business and the know-how of how to bring great world premier or world-class content is also very helpful. And I think you'll see from us just over the next number of months, a number of initiatives that we will announce and be engaged in for not just 2021, but really in stride for 2022 and '23 and really paying off the promise of this opportunity.
Michael Ng
analystFantastic. And could you just give us an update on the current state of affairs of eOne? eOne was probably impacted by shelter-in-place measures, just like other film and TV production studios. When is eOne going to return to production? And how are you thinking about how state home measures have impacted production? And how will that impact 2020 -- the rest of 2020 and 2021?
Brian Goldner
executiveYes, I'll just make one comment, and I'll let Deb outline for you the return to production. But it's really -- while, obviously, we're all very focused on continuing to be safe and follow science, the fact is we begin to turn the page and reopen production around the world. But I'll let Deb outline for you what the team is doing.
Deborah Thomas
executiveRight. So in addition to what Brian mentioned earlier, we were talking about creating these new production modalities where for -- you can do an interview by sending a camera to someone and doing it remotely, as we're all used to doing right now. But in addition to that, we're back in production in places like the U.K. and Canada and certain other European countries. And our expectation is to be back in production at the end of this month in California on some of the television programming as well. So things are coming back. There are different practices that we're having to go through as we return to that. But we are getting back into production, which is really great. And as we see those productions being completed, as we say, the orders are there, everybody is excited about getting the content, there's such a demand for content right now, especially new content, and if it doesn't hit this year, it will hit next year. So we are excited to be back in production almost everywhere now.
Michael Ng
analystOkay. And let's switch gears a little bit. Moving on to a discussion around partner brands while staying on the topic of content, movie theaters domestically have been closed since mid-March, and there's been some changes in the theatrical calendar because of that. Brian, you mentioned G.I. Joe. Could you just describe how some of the film shifts have affected toy demand and marketing, if at all? TROLLS would be a good example that might be helpful to speak to you.
Brian Goldner
executiveSure. Let me talk to sort of 2 parts to this. One is -- what I would say is that as studios are moving more toward streaming in a, I'll call it, a premeditated way, those are initiatives that we can really get behind and we can make incredibly successful. We'd always believed as we entered into the eOne acquisition, that streamed content would hit an inflection point, where it not only would be consumed by large numbers of audiences around the world, but it would also create meaningful merchandising success. And we've seen that with The Mandalorian. In fact, this past summer, we saw that with Transformers. We created War for Cybertron animation, which is focused on a fan audience. In fact, War for Cybertron in August according to the top 30 metrics for Netflix was a top 30 show across the entire platform. That's how well it was viewed and also created incredible success at retail. So there's a real opportunity as studios, including eOne and Hasbro, think about a premeditated or a predictive strategy where we work with retailers far in advance to outline what the streamed content is coming and how we build the grounds well for interest across the entire blueprint. Where studios have had to make the shift in this COVID environment where at the last minute, we're shifting from theatrical marketing and theatrical retailing to PVOD windows, it's a challenge for everyone. Now we've made the best of it, and I think we've seen good results, solid results, but clearly, not the same as thinking far in advance where we're able to say to a retailer, here's the merchandising, here is the way we're going to execute content to commerce and an e-commerce environment. Here's the exclusives and here the in line products, here are the innovations and hear the promotions. Where that's all laid out years in advance for many of the major entertainment initiatives. We're out 18 months to 24 months in advance for many of those. So when we've laid that out, and we've got a plan and we're executing at retail, and then we shift to, I'll call it, more of a algorithm-based service window or a PVOD window that narrows the audience initially for that content, it's a bit more challenging, but I do think there's an opportunity go forward for stream content to have a meaningful impact on merchandising. But I also will say, we believe people will go back to theaters. We've seen a lot of evidence that people are desirous of a theatrical experience. And we just need to get to a place where people can feel comfortable not only going themselves but bringing their kids for our big 4 quadrant movies. And we would expect that certainly, by fall '21, as we have Snake Eyes coming, we have our first CGI animated theatrical from My Little Pony coming next fall, we would expect that people will be in a position to go back, enjoy the movie experience, bring their kids and enjoy our IP, along with many of our partners' IP that are planned throughout 2021.
Michael Ng
analystGreat. That's a really helpful overview. Could you just talk about some of the key properties, entertainment properties that will be in toy drivers for you guys, whether that's theatrically or on streaming services like Disney+?
Brian Goldner
executiveSure. Well, I'll talk a little bit about this fall a couple of things, and I'm going to let Deb walk you through some of that new major initiatives for 2021. So this fall, we're incredibly excited that in about a month's time, Mandalorian season 2 comes out. Clearly, there's been incredible interest and our presales have been very, very strong around The Mandalorian product, not just Baby Yoda, you may see over one of my shoulders in the screen. He's in strong demand, and our animatronic product is fully interactive product with our capability will be out for the holidays, but also a lot of the collector-oriented product, we call the Black Series product for Star Wars. Around The Mandalorian is also in very strong and high demand. So that's this year's initiative. And then we'll get into 2021 a number of theatricals coming from partners like Disney as well as other studios. Deb, I'll turn it to you.
Deborah Thomas
executiveSure. Well, we're very excited about our own My Little Pony, which comes out in the early fall of next year as well, as Brian mentioned earlier, Snake Eyes has been moved. So in addition to those 2 properties, we have several from Disney coming, The Eternals. From Marvel, we've got new Spider-Man coming from Sony and several -- Ghostbusters, we have in the middle of the year. So it's really shaping up to be a very full entertainment year with theatrical releases next year. We're very excited about it.
Michael Ng
analystSo let's switch gears to what I think is one of your premier content-driven companies -- or properties rather, MAGIC: THE GATHERING. I think MAGIC is a brand that has had a tremendous amount of momentum in the last few years, and I think you guys have mentioned the opportunity for Wizards of the Coast to double over the next 5 years. With all the initiatives in tabletop, Arena, video content with the new Netflix deal, could you just expand in those initiatives a little bit and talk about the key drivers for MAGIC growth over the next several years?
Brian Goldner
executiveSure. Well, I think one of the most important things about MAGIC: THE GATHERING and uniquely positions us in the gaming -- in the video gaming space is the fact that we have this incredibly robust face-to-face gaming business. While that shouldn't be viewed as antiquated, it actually should be viewed as very modern. Because in this environment, people are very desirous of connecting. We've seen it with the takeaway, the sell-through of our games business. We've seen it in new user engagement and current fan engagement in analog. The team has used very smart techniques to let local hobby shops engage with their local communities online in an environment where those hobby shops were closed and are now reopening. We're running, on average, about 1 million MAGIC: THE GATHERING tournaments a year. Now some of those are those community-based tournaments based on a hobby shop on a Friday night. Some of them are the regional events, and then we just had a mythic invitational that was just executed from September 10 to 14, where we have the top 100 players in the world playing for $250,000 in prize money. And so an incredible engagement on Twitch for that. This is a brand that is uniquely positioned. The players really enjoy the immersive nature of the game. And then the Magic Arena, which is the online game opportunity and the way that people can play online and play not only with friends down the block, but friends that are at distance, that brand lines up around the release cadence. So the way we tell stories around Magic is through the release of card sets. And those card sets are characters, their places, their story, their creatures. And it's all of the opportunity to enhance the players' capability of conjuring spells and competing head-to-head bracket style with their friends and competitors. And that's really the nature of Magic and makes it such a compelling game. So as we go forward, you're going to see a greater release cadence in Q3. We've talked about that. In certain quarters, we have less of a release cadence like Q2 this past year where we say the headwinds were there. But overall, the trajectory for MAGIC is one of doubling in size over the next 5 years, beginning in 2018. We've seen that in '19, and we continue to believe that we'll see that in 2020. Clearly, it comes differently by quarter depending on that release cadence. But overall, we have seen that growth in that brand. We've doubled it in size for the 5 years prior to 2018, and we believe we can do it again. And then as we go forward, you'll see Spellslingers as a casual game that will come for the brand. We're porting the game Magic Arena from only PC-based to be mobile. That's coming over the next few months. And then we're also moving MAGIC into China in partnership with Tencent, we'll publish the game in China. So great growth opportunity, incredible opportunity for additional penetration. And also, we think we're in a really good space as more and more people, hundreds of millions of people are now playing games at the youngest age with brands like Fortnite. It's this great opportunity as an on-ramp for games like MAGIC that are more complex and an opportunity for people to graduate from that immersive game play that they love to find new games as they want to expand their menu of game playing, and we're seeing that.
Michael Ng
analystWizards of the Coast also publishes the Dungeon & Dragons games. So let's talk a little bit about that. I think at one point, as we already said that, D&D should have at least 1 digital game released each year for the next 5 years. Can you talk a little bit about what Hasbro is doing with D&D and what the D&D pipeline looks like? And how are you going to extract value or unlock value in the D&D franchise?
Brian Goldner
executiveSure. Deb, do you want to take that one?
Deborah Thomas
executiveSure. So we're very excited about Dungeons & Dragons. As a matter of fact, we said Wizards of the Coast in total is on track to double the size of the business. Beginning with last year, over the next 5 years, like it did the 5 years before. So D&D is a big part of that. It's a great game. It's got a long heritage. It's -- last year was its biggest year in 7 years, I think, and we're probably on track to have another big year, this year for D&D, although we do not predict brands. But it's just so full of rich storytelling and more. It's got great novels and books in game play, and it allows people to band together to go on a journey, which is really successful. So what you'll see from Dungeons & Dragons is indeed new games coming out. We have games coming out throughout the latter part of this year, but also the beginning of next year in connection with the studio we acquired called Tuque in Montreal. So you'll be seeing some of that as well as a lot of the development we talked about. At Hasbro, we always say we invest in our business first before we do anything else. A lot of the investment we're making is in gaming that you're not going to see for years to come. So beyond that, there's the storytelling and entertainment piece, be it a theatrical release or a live-action television are -- there so many different directions you could go because there's so much excitement around Dungeons & Dragons.
Brian Goldner
executiveYes. So the one game that would come up. We'd mentioned before was Dark Alliance. We would expect that to be in 2021. That's the one that comes from Tuque, as Deb outlined. And then Larian Studios, we still work with third-party studios on big robust games as well. And they're going to launch Baldur's Gate 3, which has been a perennial, incredibly strong brand. And I think that's important for the audience to understand that Dungeons & Dragons is not monolithic as a brand. There's multiple story worlds, and I'm not going to geek out for the audience. But whether it's the Forgotten Realms or dragon lands or Baldur's Gate, there's a lot of places for fans of the brand and gamers to go, and we're going to explore each of those different territories. It also speaks to the opportunity in storytelling.
Michael Ng
analystGreat. So Brian, over your left shoulder, I see a NERF Ultra. So let's talk a little bit about NERF. How are some of your new products like Ultra doing in the marketplace right now? What does consumer demand look like? And then could you also talk about the NERF franchise as a whole? Hasbro said that it's investing heavily in NERF for 2021 with some new experimental marketing initiatives. What are you doing there?
Brian Goldner
executiveSure. Well, I'm happy to have at least 1 NERF ultra sitting over my shoulder. It was hard to get a hold of because they're in such high demand. In fact, we launched Ultra in the North American market. We've seen great takeaway in Ultra, for those of you less familiar with NERF is a very far-flying NERF blaster and the line of blasters. So they go more than 120 feet very accurately. So that's the high-end halo part of the brand. We did have an all-new lineup for NERF Elite, which is our classic NERF play pattern that flies between 80 and 100 feet with great accuracy and obviously, with great payloads, so you can have a lot of darts. And so it really leads to great backyard fun and great activities to get young people of all ages outside and playing together. We've seen great demand. We have been ramping our production. As you know, we've been moving our strategic sourcing footprint beyond China. 10 years ago, we were primarily in China. Today, we're about 55% in China. And so NERF and especially our NERF new products and innovations like Ultra were being produced in India. And that gave us great enterprise risk balance, but it also gave us some challenges as during COVID, parts of India were closed. So we're ramping up the capabilities there. We'd said we would launch in the third quarter, and we are. We're continuing to get product to the marketplace and moving as swiftly as possible. And we do expect not only a great holiday, but it really sets us up incredibly well for 2021 and beyond. In terms of marketing, for those of you who haven't gone online, you should go online and look at the NERF House marketing campaign. We're actually using pro athletes. They're all hanging out together in a '90s style kind of sitcom format. So you've got all the NFL quarterbacks, running backs, linebackers and others, all playing together kind of high-energy NERF game play. And the fans of the brand, the NERF Nation really have enjoyed this. It's an opportunity to profile all of the new innovations coming for the brand, and it's a great -- depending on who you like, whether it's Julian Edelman or Joe Burrow's, they're all in there playing together, which is quite fun. And as we go forward, we see a real opportunity for this brand to continue to drive an innovation and to drive engaging kind of sport. We're seeing that competitively, people are playing that way. So we had said early in the year, back when before COVID had hit that we thought NERF could grow again. And we're not for COVID, we were sort of on track. We'll just see where we come out for the year. But certainly, back to a robust takeaway, very strong POS and the opportunity to grow NERF again over time.
Michael Ng
analystGreat. And I'd love to take a step back and just talk a little bit more about the toy retail landscape as a whole. I think Hasbro mentioned in June that less than 10% of retail stores were closed globally at that time. Could you just provide an update on what the toy retail landscape looks like by region? How have reopenings been pacing so far? And what does consumer demand look like at those stores that have reopened?
Brian Goldner
executiveSure. Deb, do you want to walk through that and also what we're doing with our retailers to make sure we're all getting paid?
Deborah Thomas
executiveSure. So we are seeing in North America and particularly about that 10% still is a good number that we exited the quarter with. That's open. We've seen some flare-ups and some closures in the Pacific region in particular. So that's probably running a bit higher. But overall, globally, we are running at about that 10%. The areas we're seeing a bit more of an impact are those smaller apparel stores. And on the CP side, a little bit more of retail closure, but of course, e-comm continues to be so strong as we move forward, that it is very strong. The one area that we continue to have concerns about as we enter into the latter part of the year, particularly because of the lack of e-comm penetration is Latin America. So that's the one region that we do continue to watch.
Michael Ng
analystAnd those are really helpful information about the retail store openings and closures. Could you just also comment on the health of retail inventories? And how do you balance promoting to clear some inventory that may not be as up-to-date and trying to make sure that, that promoted product doesn't necessarily affect demand for new holiday products?
Deborah Thomas
executiveYes. So we have -- we saw at the end of the second quarter, our retail inventory very low, but we saw a very healthy consumer demand. So with the penetration of e-comm becoming even stronger, people are keeping less weeks' supply on hand. And their -- every -- all of our big retailers are setting now for the holidays. Orders are good and consumer demand remains good. And we think it's going to be more of retailers are going to stock to fill demand. So rather than having an excess number of weeks' supply on hand, they'll be looking at what's moving and reordering for that inventory. And that's actually what we're seeing now. So it's really demand driven. As Brian said, our POS remains very strong. So that's great. We've got all these new product introductions that are coming out now and as we head into the holiday. So we have great retail orders for that in space, and we're very excited. We think we're going to have a good holiday season.
Michael Ng
analystGreat. And I would love to leave some time for investor questions. So if you have a question, you can use the ask-a-question box on the webcast, and I'll go ahead and ask that question on your behalf. While those questions are queuing up, maybe I'll just sneak one more in. Let's talk about the supply side. It seems like production in China has largely caught up. Could you just describe what's happening with Hasbro's manufacturing footprint today in China, outside of China? Is there a risk of supply being an issue as we head into the holiday season?
Brian Goldner
executiveYes. So look, in the second quarter, we had talked about the fact that with an expanded supply chain and footprint. In fact, China was probably the more consistent source of product through the second quarter where they had their issues in the first quarter. And then we were actually getting more challenges coming out of our manufacturing facility in Massachusetts and in Ireland for board games and for PLAY-DOH and other products. That's back on track. We're really working now to catch up. At the end of the second quarter, our fill rates were too low. Our retail inventories were, frankly, too low, and we're -- we've been catching up. As we are catching up and getting more product in the market, obviously, that's helping to fuel the demand for our products and helping to accelerate demand across an array of categories. And as we go into the holiday, I just should mention, I do think it's going to get executed differently, and it benefits a company like Hasbro with a broad portfolio of products. We're not going to be focused just on a given day, Black Friday becomes less meaningful in this environment. It's really going to be more about every day as an opportunity to promote a certain category of products and certain brands tied to certain content to commerce initiatives like the launch of NERF and NERF Ultra around the world or the launch of The Mandalorian back on stream content and Disney+ or holiday initiatives with new compounds for PLAY-DOH, and each of those can be gated differently. We don't have to line them all up for a Black Friday blitz where consumers are rushing into stores because clearly, that's not consistent with allowing consumers to remain socially distant and shop in a safe environment. And we're also seeing an acceleration of e-comm, and it's notable to say, e-comm is not just buying online and receiving at your home but rather, consumers are really enjoying the new capabilities of retail, where they're buying online and picking up in store. They're adding to that shopping basket with other things they may have forgotten to buy online or things that they would like. And also, that curbside pickup has been very compelling for consumers, particularly in the U.S. and we're really seeing that surge ahead. So e-comm is really about e-comm and omni. Our teams have built incredible capabilities. You go back to your first question, you asked us about what did we see 15 years ago. And what we saw was in a prescient way, the ability to develop content and commerce has enabled us to build a digital capability to deliver content and commerce through all the social media platforms for purchase of that great innovative product based on engaging story. So that's enabled us to be a leader. In fact, the leader with a lot of the e-comm platforms, not just in North America but around the world as we ported those capabilities globally.
Michael Ng
analystGreat. So we have a lot of great questions in the queue, and I apologize if we're not able to get to all of them. The first one is really about, I guess, entertainment properties. What happens if a film like Black Widow gets delayed? How does that change your marketing strategy for those toys or for any other theatrical property that maybe risk?
Brian Goldner
executiveNo, as Deb has said before, the fact is the team has developed the innovative product, for example, Ghostbusters. We developed the innovative product for Black Widow, we've worked with Disney and develop innovative products that we intend to launch. We have that product or it's on the way, depending on where we are with an initiative. So that product is ready to deploy. We're working with our retailers on real time and reimagining the calendar and making sure that each of those properties gets its full measure of support, both in linear footage as well as in an e-comm or omni platform. So again, very robust lineup as we move forward between stream content and theatrical content, very complementary demographics. Ghostbusters is very different than Spider-Man is very different than Black Widow. And so again, the opportunity to talk to fans, families, kids and collectors, and that gives us the opportunity for not only this year, but into '21 and '22 to offer unique and compelling products. So we feel like we're well set up, and we do have inventories of certain initiatives that were planned for '20 that we'll go to '21.
Michael Ng
analystOkay. Great. And I just wanted to squeeze in one more investor question. This is just about holiday timing. You mentioned trying to make sure that consumers are able to socially distant. With the holidays potentially coming earlier this year, do you expect shipments to be much earlier this year for the holiday relative to prior years?
Brian Goldner
executiveYes. Look, it's been a great ongoing engagement and dialogue. We're using a lot of data analytics and a lot of algorithms today that we never had before, machine learning and our own capabilities with data science. So the conversation that used to go on in our business was about weeks' supply, and I still referenced that occasionally as a frame of reference for people because it's been a classic frame of reference. And yet the real conversation today and our ability to look at every SKU and look at the fill rate for every SKU, the takeaway of that product in a given week as compared to the shipments in what the fill rate looks like, how many stores, shelves are out of stock? What percentage of that out of stock? When can we fill that product? That's more of the conversation that we're having now. And as what Deb said earlier, where effectively, we're marrying demand to supply. And clearly, we were behind coming out of Q2 because of the closures of about 40% of our supply chain in some period during the Q2 time frame. Now it's open, and we've been running to fill -- to get those fill rates back up. We're seeing them come back up beyond the 70s into the 80% range. Optimal is 90-plus percent a hot selling product category, maybe a little bit lower here or there. But the fact is we're really catching up, and we said we would by the end of Q3 and be ready for the holidays, and we will be.
Michael Ng
analystGreat. So we're just a couple -- we're 2 minutes over, but I just wanted to offer a quick closing question. In success over the next 3, 5, 7 years, whatever you think the appropriate time frame is, how does Hasbro look different than it does today?
Brian Goldner
executiveNo, it's a great question. And look, I think that there are 3 major drivers of the Hasbro business, and it's the orchestration of these 3 areas that are really unique to the company. And it differentiates our brands. We own nearly 1,500 brands. It's about gaming, including digital gaming and an immersive experiences there; connected to a consumer products business headlined by a robust toy and game business, but also our consumer products in any number of categories executed by licensees; and then, of course, our entertainment business and storytelling, and profitable storytelling that helps to spin that flywheel to broaden the array of Hasbro IP that are in the marketplace in a compelling way. And so 5 years from now, we would expect to continue to see the kind of growth we had seen in the recent history. Obviously, some of that growth was obfuscated by COVID and a year prior by the Toys"R"Us liquidation. But the fact is we expect to be back on track with growth as we exit a specific COVID environment. And we think that we can grow at or above industry growth trends, and the industry is growing very robustly right now because people are reengaged with one another. Play and gaming are essential elements of lifestyle today. And so we think we're really well positioned for growth and a robust IP development over time.
Michael Ng
analystGreat. Brian, Deb, thank you so much for being so generous with your time and all of your insights. We really all appreciate it.
Brian Goldner
executiveAll right. Thanks, Mike.
Deborah Thomas
executiveThanks, Mike.
Michael Ng
analystThanks.
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