Investor Presentation • Feb 17, 2022
Investor Presentation
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Q4 2021 Presentation February 17 2022
The following presentation is being made only to, and is only directed at, persons to whom such presentation may lawfully be communicated ('relevant persons'). Any person who is not a relevant person should not act or rely on this presentation or any of its contents. Information in the following presentation relating to the price at which relevant investments have been bought or sold in the past or the yield on such investments cannot be relied upon as a guide to the future performance of such investments.
This presentation does not constitute an offering of securities or otherwise constitute an invitation or inducement to any person to underwrite, subscribe for or otherwise acquire securities in Kahoot! ASA. The release, publication or distribution of this presentation in certain jurisdictions may be restricted by law, and therefore persons in such jurisdictions into which this presentation is released, published or distributed should inform themselves about, and observe, such restrictions.
This presentation contains statements regarding the future in connection with the Kahoot! Group's growth initiatives, outlook, strategies and objectives. All statements regarding the future are subject to inherent risks and uncertainties, and many factors can lead to actual profits and developments deviating substantially from what has been expressed or implied in such statements. The comments in the presentation are related to Kahoot!'s development in 2021 compared to the same quarter of 2020, unless otherwise stated.
Motivated by its mission to make learning awesome, and powered by its global brand and viral platform, Kahoot! is optimally positioned at the intersection of learning and audience engagement needs across diverse demographics and user contexts, including education, business and the global creator economy
Despite a market impacted by some disruption due to the Covid-19 Omicron variant at the end of Q4, we observed:
Global growth and application of digital learning tools continues to increase at pace, with digital adoption accelerating across industries
Solid viral growth of the Kahoot! platform, with an increasingly diverse portfolio of offerings for widening demographics
Further strong usage of Clever in the world's largest learning market, North America, signalling a robust, ongoing demand for digital learning solutions.
engagement gain increasingly vital importance as organizations contend with the realities of dispersed workforces and spikes in staff turnover.
Tertiary education is on the cusp of significant and delayed transformation, as the increasing necessity for lifelong learning grows in the face of an unrelenting demand for up/reskilling.
Gamification's unique potential for effective learning continues to gain traction both in the classroom and at home.
Global creator economy continues to diversify and evolve, continually seeking new tools and platforms to engage audiences and monetize content.
Kahoot! is uniquely positioned to capture a significant share of a fragmented global market
Lead with engagement and distinct software solutions for learning with great user experience
Expand commercial offerings to drive even greater operating leverage
across user segments and geographies
Leverage and productify vast platform and ecosystem of users, partners and content
Solid free cash flow to support growth through organic initiatives and inorganic investments
Leveraging Kahoot!'s strong global engagement brand and platform to capture increasing investment in learning across all segments
Strong growth with \$39.7m invoiced revenue in Q4, up 126% YoY (vs reported)
Boosted commercialization reaching 1.1m paying subscriptions, up 64% YoY
All-time high adjusted cash flow from operations of \$13.4m representing 41% of operating revenue
Continued viral adoption of the core Kahoot! platform with 30.9m active accounts, up 25% YoY
Solid performance by Clever with \$12.8m invoiced revenue and positive cash contribution
Continued high Gross Margin of 92% for the Kahoot! Group
Expanding subscription offerings through Kahoot! Kids App, Kahoot!+ Study and Math Labs
Record high invoiced revenues from Kahoot! at Work reaching \$49m in 2021, over 80% YoY growth
Launched Kahoot+ AccessPass, first commercial service on Kahoot Academy Marketplace
Continue to improve commercial efforts across group, while maintaining discipline on cost management, to secure sustainable, profitable growth
Deploy majority of group resources to continued innovation and development of our products and solutions, for all user groups and learning contexts
Finalize integration of Motimate and Actimo to unify Kahoot! platform offerings to at Work business customers, as well as developing customized branding for larger organizations
Further scale and develop Kahoot! Academy Marketplace and launch new commercial services to monetize content from premium partners and verified educators
Deliver against Clever-Kahoot! joint ambitions of '22 back-to-school season, as well as expansion of Clever offerings into first international markets, and leverage new commercial services to Clever network
YoY growth LTM in active accounts - Kahoot! platform
64% YoY growth in paid subscriptions per Q4
126%
Q4 YoY growth in invoiced revenue
193% Q4 YoY growth in total revenue
21% 2021 adjusted EBITDA margin
41%
Q4 cash flow margin from operations of operating revenue
1) Paid subscriptions is defined as total number of users on paid subscription per the end of the period, including new units from the time of acquisition 2) Conversion to paid subscriptions in all segments from customers in more than 150 countries, includes \$12.8m from Clever in Q4 2021
Continued organic user growth on the Kahoot! platform in 2021. 30.9 million active accounts, up 6 million YoY. 310 million hosted sessions, up 60 million YoY. Approx. 2.0 billion participants (non-unique) globally, up 500 million YoY and 172K YoY growth in core Kahoot! paid subscriptions.
1) Paid subscriptions is defined as total number of users on paid subscription on the core Kahoot! platform (not including acquired units) per the end of the period 2) Active accounts, hosted sessions and participating players (non-unique) on the Kahoot! platform last twelve months
The Kahoot! Group reiterates the ambition to exceed \$190m in invoiced revenues for 2022, with recognized revenues exceeding \$155m and adjusted cash flow from operations of approx. 35% of recognized revenue
| Reported Q4 2021 |
Guidance Q1 2022 |
Reported FY 2021 |
Guidance FY 2022 |
|
|---|---|---|---|---|
| Recognized revenue YoY growth |
\$33.0m 193% |
\$34-35m 110-116% |
\$91.3m 211% |
\$155-165m 70-81% |
| Invoiced revenue (billings) YoY growth |
\$39.7m 126% |
\$34-35m 78-83% |
\$107.2m 137% |
\$190-200m 77-87% |
| Gross margin 2) | 92% | 92% | ||
| Adjusted EBITDA margin 3) | 17 % | 21% | ||
| Capex | ~\$0.5m | ~\$0.5m | <\$1m | ~\$2.0m |
| Adjusted cash flow from operations 3) |
\$13.4m | \$31.3m | ~\$55m |
1) Clever's invoicing seasonality in 2021 was approx ⅓ in the first half and ⅔ in the second half of the year. For 2022 the invoicing growth will be driven by the billing cycle for "back to school" season in the second half of the year
2) Gross margin only reflects direct third-party sales and distribution cost
3) Not including share-based payment expenses and related payroll taxes for the Group's share option program, and acquisition-related expenses and listing cost
Enable the creator economy
for every user, customer and partner across all our products and offerings
by connecting the Kahoot! ecosystem of partners, learners and educators through marketplace functionality
in all parts of the Kahoot! operating model
Strong organic growth across all customer groups and products fueled by the viral user growth on the Kahoot! platform
1) Reported invoiced revenue was \$107m and included invoiced revenue from Clever for the four-month period from September till December 2021
2) The operational cost base does not include depreciation and amortization, and is adjusted for special operating items. Special operating items are material expenses and other material transactions of either a non-recurring nature or special in nature compared to ordinary operational expenses and include adjustments for share based compensation expenses and related payroll taxes, acquisition-related expenses, and listing cost preparations.
Parent
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Kahoot! will host a virtual investor day in May 2022
Q4 Financials Appendix
| FY 2018 | FY 2019 | FY 2020 | FY 2021 | ||
|---|---|---|---|---|---|
| Invoiced revenue | \$3.5m | \$13m | \$45m | \$107m+ | |
| Paid subscriptions* | 46K | 170K | 675K | 1.1m |
*Including acquired units, except Clever
| Q4'21 | Q3'21 | Q2'21 | Q1'21 | Q4'20 | Q3'20 | Q2'20 | Q1'20 | |
|---|---|---|---|---|---|---|---|---|
| Invoiced revenue | 39.7 | 27.8 | 20.6 | 19.1 | 17.5 | 11.6 | 9.6 | 6.5 |
| Invoiced revenue growth YoY | 22.2 | 16.2 | 11.0 | 12.6 | 12.2 | 8.2 | 7.3 | 4.5 |
| Invoiced revenue growth YoY % | 126 % | 139 % | 114 % | 195 % | 230 % | 241 % | 317% | 222 % |
| Invoiced revenue growth QoQ | 11.9 | 7.2 | 1.5 | 1.6 | 5.9 | 2.0 | 3.1 | 1.1 |
| Invoiced revenue growth QoQ % | 35 % | 35% | 8% | 9 % | 50 % | 21% | 49 % | 21% |
| ARR | 133 | 124 | 75 | 69 | 60 | 32 | 25 | 18 |
| Revenue and operating income | 33.0 | 23.7 | 18.4 | 16.2 | 11.3 | 9.0 | 5.2 | 3.8 |
| Cost of sales 1 | 2.6 | 1.3 | 1.7 | 1.3 | 1.3 | 1.4 | 0.7 | 0.4 |
| Employee benefit expenses 2 | 13.9 ° | 8.7 | 6.5 | 6.2 | 5.7 | 3.2 | 2.5 | 2.9 |
| Other operating expenses 3 | 11.1 | 7.6 | 6.1 | 5.0 | 4.1 | 2.3 | 2.3 | 1.9 |
| Total operating cost | 27.6 | 17.7 | 14.2 | 12.5 | 11.2 | 6.9 | 5.4 | 5.2 |
| Adjusted EBITDA | 5.5 | 6.0 | 4.2 | 3.7 | 0.1 | 2.2 | $-0.3$ | $-1.3$ |
| Adjusted EBITDA margin | 17% | 25 % | 23 % | 23 % | 1% | 24 % | $-5%$ | $-35%$ |
| Net cash flow from operations 4 | 13.4 | 7.4 | 5.0 | 5.4 | 7.0 | 5.2 | 3.9 | 1.1 |
| Cash flow from oper. in % of revenue | 41 % | 31% | 27% | 34 % | 62 % | 58 % | 76 % | 28 % |
| Cash and cash equivalents | 108 | 206 | 440 | 254 | 256 | 73 | 73 | 34 |
| Employee full time equivalents | 422 | 415 | 244 | 204 | 182 | 127 | 128 | 120 |
1) Cost of sales only include direct third-party sales and distribution cost
| Q4 2021 4 Q4 2020 5 | FY 2021 4 | FY 2020 5 | ||
|---|---|---|---|---|
| Total revenue and other operating income | 33.0 | 11.3 | 91.3 | 29.3 |
| Cost of sales 1 | 2.6 | 1.3 | 7.0 | 3.7 |
| Employee benefit expenses 2 | 13.9 | 5.7 | 35.2 | 14.4 |
| Other operating expenses 3 | 11.1 | 4.1 | 29.7 | 10.6 |
| Total operating expenses | 27.6 | 11.2 | 72.0 | 28.7 |
| Adjusted EBITDA | 5.5 | 0.1 | 19.3 | 0.7 |
| Adjusted EBITDA margin | 17% | 1 % | 21 % | 2 % |
| Share based compensation expenses | 3.7 | 2.0 | 10.4 | 3.1 |
| Payroll tax share based compensation | (3.1) | 9.4 | (7.6) | 14.2 |
| Acquisition transaction and listing cost | 0.3 | 1.0 | 6.6 | 1.0 |
| Reported EBITDA | 4.5 | (12.2) | 9.8 | (17.6) |
1) Cost of sales are direct third-party sales and distribution cost
2) Calculated share-based payment expenses and related payroll taxes for the Group's share option program are not included
5) Restated, ref. note 1 and 8 to the interim consolidated financial statements in the Q4 2021 report
| 31.12.2021 | 31.12.2020 1 | |
|---|---|---|
| Goodwill | 510.2 | 77.8 |
| Intangible assets | 173.3 | 34.4 |
| Property, plant and equipment | 0.6 | 0.4 |
| Right-of-use assets | 2.9 | 3.2 |
| Total non-current assets | 687.1 | 115.7 |
| Trade receivables | 11.8 | 3.2 |
| Other current assets | 5.3 | 3.2 |
| Cash and cash equivalents | 107.8 | 256.1 |
| Total current assets | 124.8 | 262.5 |
| Total assets | 811.9 | 378.2 |
| Total equity | 585.8 | 286.0 |
| Lease liabilities | 2.0 | 2.3 |
| Deferred tax liability | 46.3 | 5.8 |
| Other non-current liabilities | 43.1 | 15.4 |
| Total non-current liabilities | 91.4 | 23.6 |
| Lease liabilities | 1.0 | 1.0 |
| Trade payables | 5.4 | 1.8 |
| Contract liabilities (deferred revenue) | 60.8 | 30.7 |
| Other current liabilities | 67.6 | 35.1 |
| Total current liabilities | 134.7 | 68.6 |
| Total equity and liabilities | 811.9 | 378.2 |
1) Restated, ref. note 1 and 8 to the interim consolidated financial statements in the Q4 2021 report
| FY 2021 FY 2020 |
|---|
| 17.4 23.7 |
| (34.4) (367.7) |
| 231.1 195.5 |
| (148.5) 214.1 |
| 256.1 40.9 |
| 1.2 0.2 |
| 256.1 107.8 |
| 17.4 31.3 |
1) Adjusted for cash outflow related to share based payment, acquisition and listing cost,
Company overview
Free and paid subscription for individuals, teachers and students with premium offerings for schools and organizations
Lifelong learning platform with global footprint in home, schools and corporations
100 million kahoots created by users and premium content partners easily accessible
Easy to use and engaging user experience for all use cases being continuously improved – live and on demand
Connect with every employee, strengthen company culture, and improve corporate learning outcomes in a hybrid workplace!
engagement
learning
engagement app
Interactive presentations & meetings
Training & development
10K educational institutions have already deployed multiuser Kahoot! teacher licenses
Over
Maximize student engagement by designing full class, interactive sessions
Elevate learning at your entire school or district
Making learning fun, engaging, and impactful at school!
at school
Bring math to life!
Online whiteboard tool
Equip IT admins with increased control, security & compliance
Choose the perfect game mode Play live or assign a challenge! courses
Embraced by over 9 million
teachers globally, engaging 100s of millions of students
are using Kahoot! at home with over 100 million games played by families
100 million games
A safe and fun learning experience for kids age 2-7
played by families
…with over
Just launched!
for the entire family Kids Teens Students Family & friends
Learn at home, with study peers or on the go
at home
Learn to read, learn math & algebra - apps
Premium subscription for awesome learning
Social study for higher-ed students
Language learning made easy.
Who says studying can't be fun? Social study for higher-ed students
A safe and customized user experience, with world class read aloud technology
Available in 13 languages, including simplified and traditional Chinese. Arabic launching soon!
The Kahoot! app and live game just launched in Arabic and Simplified and Traditional Chinese, in addition to the 11 languages already available: Japanese, Turkish, Polish, Dutch, English, Spanish, Portuguese (BR), French, Norwegian, German & Italian!
Purchase alone or as a part of the Kahoot! Family+ learning apps
New!
First subscription for premium content on Marketplace
Buy and sell ready-to-use, high quality learning content!
Enhanced learning experience with premium IP
Let's educators grow their own community to share knowledge
Premium learning content embraced by 40m+ monthly players
A global community and knowledge platform for content creators and learners
Supporting passionate educators, creators, subject matter experts and publishing partners in commercialising premium learning content and connecting with millions in Kahoot!'s global learning community at school, at work and at home
: First premium content subscription service launched in Q4
Complete offering for professional development and learning with organization-wide license plan
Elevated learning with complete site licenses for schools, districts and campuses
Premium subscription for the entire family, study-peers and friends
Leveraging global user base and partner ecosystem to offer commercial marketplace for verified content creators
The leading digital learning platform for U.S K-12, a community for students, families and educators
Kahoot! started 2012 as a quiz-based game to ensure attention, create engagement and provide knowledge in classrooms
Global recognized brand with a viral distribution model based on scalable technology platform
User centric, data-driven and iterative approach to product development and innovation
Over 200m user generated Kahoots, 300m games played last 12 months with 2bn participating players
Development of cumulative nonunique players since launch
Launched September 2013
Top 3 tool in US education
Launched first commercial editions in 2018 with 40k paid subscriptions
75+ employees
New commercial subscription editions for all segments
subscriptions
Acquisition of Poio and DragonBox
120+ employees
More commercial offerings and over 550k paid subscriptions
Reaching 170k paid Launched first platform service
Acquisition of Actimo and Drops
200+ employees
6 Billion
7 Billion
More features and over 1.1M paid subscriptions
Available in over 11 languages
Acquisition of Whiteboard.fi, Motimate and Clever
500+ employees
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Free accounts include 100 API calls/year for testing.
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