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Make learning awesome
Company Presentation
November30th, 2020
Our vision is to build
the leading learning platform in the worldKahoot!
Kahoot!started 2012 as a quiz-based
game to ensure attention, create engagement and provide knowledge in classroomsGlobal recognized brand with a viral
distribution model based on scalable technology platformUser centric, data-driven and
iterative approach to product development and innovation100m user generated Kahoots, over
200m games played last 12 months
with over 1.3bn participating players2013-17201820192020
Launched first
commercial editions with 40k paid subscriptionsLaunched mobile
apps for iOS andAndroid
75+ employees
New commercial
subscription editionsfor all segmentsReaching 170k paid
subscriptionsAcquisition of Poio
and DragonBox120+ employees
More commercial
offerings, 400k paid subscriptionsLaunched first
platform serviceActimo
Drops170+ employees
Launched
September 2013
Growth focus
Top 3 toolin US
education50+ employees
4.5 Billion
1 Billion
3 Billion
2 Billion
20162018201920132014202020152017
The Kahoot! journey
Why everyone loves Kahoot!
Loved by students
across the globeTrusted by parents
and familiesEmbraced by 7m teachers
Kahoot! helps me engage
students in class and for homework, and alsoworks great for virtual lessons even when school is closedٗAs do millions of teachers globally
I love Kahoot!
It makes learning fun!
As do hundreds of millions of
studentsKahoot! allows me to engage
in playful learning with my family in a social settingAs do millions of families around
the worldKahoot! breaks down barriers
and connects teamsAs do hundreds of thousands of
organizations in over 150 countriesIntegral for corporate
culture and learningTeachers
Students
Parents
Organizations
To play Kahoot! is to promote Kahoot!
The Kahoot! viral
business model generates over1m new accounts
and over 2m app downloadsevery monthKahoot! today
Scalable cloud
platformLarge market
opportunity*Recognized
market leaderViral business
modelUser generated
kahoots with over1bn participating
players LTMActive accounts
whereof 7m teachers and educatorsPaid subscriptions
growing approx.160% YoY, including
teachers and professionalsNet dollar retention,
above 100% for larger organizations $20bn100m+22m+400K+90-100%
*Based on estimated EdTech market in 2020 from Goldman Sachs Education Technology Sector trends and market update May 2020
Highlights Q32020
Continued growth on the Kahoot! platform with more than 21 million active accounts last twelve months representing 45% year on year growth per Q3 2020 Strong growth in paid subscriptions, reaching 360K in Q3 2020, an increase of 90K paid subscriptions from Q2 2020 Q3 2020 invoiced revenue growth of 241% to $11.6m, up from $3.4m in Q32019. The quarter over quarter growth in invoiced revenue was 21% in Q3 2020
Positive cash flow from operations of $5.2m in Q3 2020 representing 45% cash conversion from invoiced revenue, compared to -$0.6m in Q3 2019 Solid financial cash position with cash and cash equivalents of $72m per Q32020. The company has no interest-bearing debt.
EBITDA for Q3 2020 was $1.0m comparedto -$1.7m for Q3 2019 Announced the acquisition of Actimo, an employee engagement platform that empowers organizations to more efficiently build corporate culture with better communication, training and interaction with the workforce. The transaction was completed October 5, 2020 241%Q3 YoY growth in
invoiced revenue 45%Q3 cash conversion
from invoiced revenue 160%YoY growth in paid
subscriptions per Q3 Q4 2018Q1 2019
Q2 2019
Q3 2019
Q4 2019
Q1 2020
Q2 2020
Q3 2020
SchoolOther
Kahoot! accelerating momentum
Active accounts LTM 1)
12m 21m+Q4 2018
Q1 2019
Q2 2019
Q3 2019
Q4 2019
Q1 2020
Q2 2020
Q3 2020
HomeSchoolWork
Paid subscriptions 2)
46K360K+
Q4 2018
Q1 2019
Q2 2019
Q3 2019
Q4 2019
Q1 2020
Q2 2020
Q3 2020
USA and Canada
Europe
Asia Pacific
Latin America and The Caribbean
Africa, The Middle East, and India
Invoiced revenue 3)
$1.7m $11.6m1) Active accounts LTM is defined as unique user accounts hosting a game with one participant or more LTM
2) Paid subscriptions is defined as total number of users on paid subscription per the end of the period
3) Conversion to paid subscriptions in all segments from customers in more than 150 countries
Q3: New and existing customers are making learning awesomeInvoiced revenue per region
Kahoot! has paying subscribers in more than 150 countries, USA and Canada represent approx. 49% of invoiced revenue and Europe approx. 35% in Q3 2020 0 1,000 2,000 3,000 4,000 5,000 6,000Africa, The Middle East,
and IndiaLatin America and The
Caribbean
Asia PacificEuropeUSA and Canada
Q2 2018Q3 2018Q4 2018Q1 2019Q2 2019Q3 2019Q4 2019Q1 2020Q2 2020Q3 2020Forward looking statement
Actual
FY 2018
Actual
FY 2019
Actual
Q1-Q3 2020
Guidance
FY 2020
Invoiced revenue$3.5m$13m$27.7m$43m
Paid subscriptions46K170K360K+420K+
Active accounts LTM12m16m21m+22-23m
Invoiced revenue for the Kahoot! Group for Q4 2020 is expected to exceed $15m, approx. 30% quarter on
quarter growth, whereof the acquired units Actimo and Drops will contribute with approx. 15% of the invoiced revenue for the quarterFor the full year 2020, the Kahoot! Group expects invoiced revenue to reach $43m (including contribution
from Actimo in Q4 and Drops in December), a 230% growth year on year Paid subscriptions have reached 400K (not including Actimo and Drops) and are expected to exceed420K by the end of 2020, and active accounts in the range of 22-23m by the end of the year
Continued solid cash flow from operations in the fourth quarter 2020The company is preparing for a main listing at Oslo Stock Exchange which could be as early as in Q1 2021
Kahoot! ambitions next three years
Significant scale
Retention & expansion
Engagement
Commercial
Operating leverage
Cash flow
$100m+ Annual Recurring Rev. end of 202240%+ EBITDA margin
Cash flow from operations exceeding EBITDA
Target Kahoot! ARR end of year 2)
(in millions USD) 0 50100
150
201820192020202120222023
Adding net 3m+ active accounts annually
Adding net new 250K 1)subscriptions annually
1)Not including Home & Study subscriptions
100%+ net $ retention in the business segment
2)Not including revenue level from acquired units
All prices per teacher per month
at schoolPremium editions
All schools (K-12)
$1 / $3 / $6Higher Education
$5 / $10 / $15Embraced by over 5 million teachers
Loved by hundreds of millions of students
Empowering students from learners to leaders
Millions of employees playing Kahoot!
97% of Fortune 500 is using Kahoot!
Energizing audience in events of any size
at w orkAll prices per presenter/host per month
For professionals
$10 / $20 / $40Introducing
Business suite
Q4 2019
100K+ businesses breaking
down barriers and connecting teams with our professional editionsOver 180K+ teachers are
paying for premium editions to drive learning and engage studentsOver 100 million games
have been played by families and friends around the globeConnecting the global educator community
and providing high-quality, verified content, to ensure that every student gets access to awesome learning at school and homeLaunch 2020
10m+Peer-to-peer
study with study leaguesStudy at home
at homeAwesome
learning for the entire familyBringing math
to life Learn through play100s of millions
Learn to readIntroducing
Language
Learning in
Kahoot! app
87%of the global top
500 universities
Source: The Times Higher Education
World University Rankings (2020)
10KNext level
engagement with BitmojiMake lessons
interactiveElevate learning at your
entire school or district with Kahoot! EDU at schoolEngage
students7 million
100s of millions
even more awesome of the Fortune 500 97%97%
Engagement &
Communication
Presentations &
meetings at workTraining &
developmentCompany culture
A better
experience for all learnersThe Next Generation tool for
Corporate Culture and Learning...
players in thousands of games created by our content partnersPartnering with
leading publishers and organizations 30m+players enjoying kahoots created by our partners 7m+ educators & teachers
Community &
networkingKnowledge portal
Premium verified
content things, our students us.Aimee Coppleٗ
Marketplace for
educators10million
Community &
Network
Other Language Apps
isin over 200 countriesBrazil
Australia
JapanThailand
South Korea
ChinaRussia
Europe
Switzerland
UKCanada
USDrops: Free and subscription offerings
BASIC1 MONTHLIFETIME1 YEAR
FREE$9.99$69.99$159.99
1-year subscriptionsOne-time payment
5minutes
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