Observed Signal · Oct 21, 2026 · Earnings Report · Source: Mobilegamer.biz · Impact: 1/5 · Sentiment: Positive
Monopoly Go Earns Hasbro $41M in Q3, Total $127M
Hasbro reported Q3 2026 financial results showing Monopoly Go, developed by Scopely, generated $41 million in licensing revenue for the quarter, bringing the nine-month total to $127 million. This matches Q1's performance but is slightly down from Q2's $44 million. The nine-month total is nearly identical to the same period last year ($126 million). The quarter featured a Looney Tunes takeover, followed by the Monster Mash season with KPop Demon Hunters and Ghostbusters crossovers. The game has surpassed 300 million downloads, and Sensor Tower noted it was the fastest game to reach $6 billion in in-app purchase revenue. Hasbro's overall digital and licensed gaming revenue rose 3% to $134.1 million in Q3, and 7% year-to-date to $390.9 million. Magic: The Gathering reached a record $616.1 million in quarterly revenue, up 34%.
This news is relevant to the gaming and advertising industry due to the strong financial performance of a mobile game, but it is not a major adtech or martech event. It provides insight into the gaming market but does not directly impact advertising technology or digital marketing strategies.
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Key Takeaways & Evidence Grounding
- Monopoly Go generated $41M for Hasbro in Q3 2026.
- Nine-month total revenue from Monopoly Go reached $127M.
- Hasbro's digital and licensed gaming revenue rose 3% to $134.1M in Q3.
- Magic: The Gathering quarterly revenue hit $616.1M, up 34%.
- Monopoly Go surpassed 300 million downloads.
Connected Companies & Entities
3 Entities mapped“Hasbro reported the figures in its Q3 results on October 20, matching the $41m it made in Q1...”
“Monopoly Go earned Hasbro $41m in the third quarter of 2026, bringing the licensor’s income from Scopely’s game to $127m...”
“Sensor Tower said in January that it was the fastest game to reach $6bn in in-app purchase revenue.”
Ontology Mapping & Concepts
Related Market Signals & Shifts
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Hasbro Earns $44M from Monopoly Go; Games Revenue Up 17%
Hasbro reported that Scopely’s mobile game Monopoly Go generated $44 million in Q2 2026 and $86 million year-to-date, contributing to a 17% year-on-year increase in Hasbro’s digital and licensed gaming revenue to $135.5 million. For H1 2026 the digital and licensed gaming division rose 10% to $256.8 million, while tabletop gaming grew faster (32% to $989 million). The Wizards and digital gaming segment grew 27% in Q2 to $663.8 million, driven largely by Magic: The Gathering’s 32% growth to $545.3 million. Hasbro flagged more than 200 active or in-development projects with partners including Scopely, Aristocrat, Tripledot, Marmalade, Gameberry Labs, Ubisoft and Gameloft.
Hasbro's Magic: The Gathering Hits Record $600M Quarterly Revenue
Hasbro reported third-quarter 2026 results with Magic: The Gathering exceeding $600 million in quarterly revenue for the first time. Total Hasbro Q3 net sales were $1.5 billion, up 17.5% year-over-year, marking the fourth consecutive quarter of double-digit growth. The company raised its full-year revenue outlook to between 7% and 9% growth. Licensing revenue was $144 million for the quarter. Hasbro also highlighted the pre-release of The Hobbit set as one of its biggest ever, and noted the launch of its AI studio, Sixth Wall, which focuses on behavioral licensing of its IP.
Hasbro: Magic Surpasses $500M in Quarterly Revenue
Hasbro reported strong Q2 2026 financial results driven by Wizards of the Coast and digital gaming. Net revenue rose more than 16% to $1.1 billion, and Magic: The Gathering generated $545 million in the quarter — the first time the property exceeded $500 million in a single quarter. Q2 net income was $161.3 million versus a nearly $855 million loss in the year-ago quarter. Hasbro said it canceled several games (recording a $56 million noncash write-down), is refocusing its digital strategy toward franchises with major digital potential, launched AI studio Sixth Wall (introducing “behavioral licensing”), and expects total digital spend to decline at least 25% annually by 2028. The company raised its full-year revenue outlook to growth of 5%–7%.
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