Trading cards and collectibles contributed heavily, but the H1 data was broader. Games & Puzzles increased 45% and Explorative & Other Toys 58%; Building Sets rose 22%, Arts & Crafts 20%, and Action Figures & Accessories 10%. Licensed toys rose 24% and represented 39% of U.S. sales. For manufacturers, this favors replenishable series, clearly differentiated play systems and licenses that support repeat purchases. For retailers, it is a warning against extrapolating the top-line result evenly across every aisle.
The global figure and the U.S. growth rates are separate measures, and the HTS product code should be checked for each import before applying a tariff rate.
The customer is aging up—and global age bands are not interchangeable with U.S. growth data
Tariffs: the new duty is real; Mexico is not a blanket exemption
USTR’s forced-labor Section 301 action applies to covered goods entered for consumption on or after July 24, 2026. The notice was published July 28 at 91 FR 47318. It imposes an additional 12.5% on covered goods from China and Vietnam, and 10% on covered goods from India, Indonesia and Mexico, subject to Annex I and Annex II product exceptions. Imports from Mexico therefore should not be budgeted at 0% under this action.
Origin
Additional forced-labor Section 301 rate
Planning caution
China
12.5% on covered goods
Product exceptions apply; other, separate trade measures may also apply.
Vietnam
12.5% on covered goods
Vietnam no longer escapes this particular country-based duty.
India / Indonesia
10% on covered goods
Lower than China/Vietnam, but still a landed-cost issue.
Mexico
10% on covered goods
Do not equate USMCA treatment with a universal exemption from this Section 301 action.
A separate China technology-transfer Section 301 notice extends 178 exclusions through 11:59 p.m. EDT November 9, 2026. Those exclusions do not belong to the July forced-labor action. Sourcing decisions should use the applicable HTS description, origin and exclusions rather than a country-level shortcut, and should include a contingency for changes or non-extension.
Q3 earnings: gaming mix and refunds matter
Hasbro’s Q3 results showed $1.595 billion in revenue, up 15%. Reported operating profit was $517 million, with a 32.4% margin. The 52% operating-profit increase belongs to the $541 million adjusted figure, not GAAP operating profit. Its segments clarify where much of the earnings power resides:
Hasbro segment
Revenue change
Operating profit
Important context
Wizards of the Coast & Digital Gaming
+31%
$367 million; 49% margin
Magic: The Gathering +34%; Monopoly Go! contributed $41 million.
Consumer Products
+4%
$174 million GAAP / $178 million adjusted
Adjusted profit +100%; includes $48 million of tariff refunds.
Entertainment
+9%
$17 million GAAP
Family Brands growth and favorable licensing mix.
Mattel’s Q3 net sales were $1.807 billion, up 4% as reported; North America increased 4% and International 5%. Doll gross billings increased 4% to $703 million, driven by partner brands including KPop Demon Hunters and partly offset by Barbie’s decline. Vehicles increased 9%, while Infant, Toddler & Preschool declined 16%. Mattel also reported $88 million of tariff refunds, so this quarter’s margin should not be read as a clean run rate.
Mattel announced Steve Totzke as President and Chief Operating Officer alongside the November 5 release. Guidance now calls for 1%–4% constant-currency sales growth and $500 million–$570 million adjusted operating income. For retailers and licensees, the key contrast is not “toys versus games”: it is each owner’s portfolio, royalty model, product cadence and exposure to one-time trade benefits.
Spin Master’s quarter also resists a simple industry-wide growth narrative: consolidated revenue was $732.7 million, down 0.3%, with Entertainment up 61%, Toys down 3% and Digital Games down 5%. It acquired Hapiko on August 26; the company describes nearly 60 million monthly active users across Toca Boca and Piknik, not Toca Boca World alone.
Premium building, nostalgia and craft: diversify the offer, not just the customer target
American Girl’s Modern Era Collection supplies another example: six reinterpreted characters at 14.5 inches and $90. The Modern Era Felicity combines a rose-print satin peplum top, bow-trimmed faux-denim jeans and pink faux-leather platform boots. This is a modern-styling anniversary collection—not evidence that children have stopped valuing storytelling.
Tactile play: documented category momentum, less certain scarcity economics
The broader evidence is solid: squishy toys delivered triple-digit dollar and unit growth through April, and Circana links social commerce and discovery to that momentum. That does not justify presenting one store’s listing as a national market price or quoting an eBay asking range as realized value.
Purpose-led play also needs precision. hand2mind’s BubblePlush Yoga Ball Buddy combines a 15-inch inflatable yoga ball with a removable, machine-washable plush cover. Wild Republic documents plush made from recycled plastic bottles; that is not automatically the same as plastic recovered from the ocean.
Interactive play is extending beyond the first reveal
Moose Toys’ Magic Mixies Pixie Supremes Magic Mirror combines a potion-triggered 10.5-inch doll reveal with Fortune Mode and repeat play. Barbie Petal Pop uses a bouquet and water reveal. Both suggest how a launch moment can be followed by continued pretend play, although product existence alone is not evidence of a sales trend.
Cuddle Tonies add a plush form to screen-free audio: 100% recycled polyester, typically five-minute character-led stories and a bonus soothing soundscape. They are compatible with all Tonieboxes, not just Toniebox 2 or Lite. The proof of a more useful feature is not in the novelty alone but in how naturally it fits routines such as bedtime.
Digital and physical IP: links work best when each adds something different
The KPop Demon Hunters Style Pack launched in Toca Boca World on October 27, 2026, with 15 outfits, 21 accessories, 9 hairstyles and 23 facial features; four movie songs remain available until November 23. Separate Mattel dolls translate the same property into a physical format. For inventors and brand owners, the lesson is to assign each channel a job: digital customization and play, physical collecting and tactile role-play.
The 21st annual holiday guide from a major consumer toy-review publisher includes 400 toys from more than 190 makers. Nearly half are under $25, and 75% are under $50. Its budget selections include Fuggler Gold Edition Figure Blind Boxes and SQZY Gel Gems. Its Hot 20 separates preschool licenses from interactive toys and older-player collectibles such as Disney Lorcana and Pokémon products. The guide is a snapshot of editorial selections, not proof of sell-through.
The strongest conclusion is balanced: toy demand grew in both dollars and units; older customers supplied disproportionate incremental growth; and tariffs complicate sourcing without making any single country strategy automatic. Manufacturers should separate recurring product economics from refunds and digital licensing, test adult and child propositions independently, and verify every import’s treatment. Retailers should retain credible opening price points while explaining why premium products earn their space. Inventors can compete by adding utility beyond the first reveal, a tactile reason to return, or a meaningful bridge between physical and digital play. These are directions supported by the evidence—not guarantees that every licensed or viral product will sell.
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