Quarterly Report • Oct 29, 2020
Quarterly Report
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Quarterly Report Q3 - 2020

OSLO, October 29, 2020 – Kahoot! AS, (KAHOOT-ME) today announced financial results for its fiscal quarter ended September 30, 2020. Kahoot! is on a mission to make learning awesome! The game‐ based learning platform makes it easy to create, share and play learning games driving compelling engagement with more than one billion participating players in 200 countries in the last twelve months.
Q3 2020 was another strong quarter and reflects focused execution by the team in the Kahoot! Group. The Kahoot! Group grew invoiced revenue in Q3 2020 to \$11.6m, a 241% increase from reported invoiced revenue in Q3 2019. The quarter over quarter invoiced revenue growth was 21% in Q3 2020 (vs. Q2 2020). The Kahoot! Group had in Q3 2020 solid cash flow with 45% cash conversion from billed revenue, being the fourth consecutive quarter with positive cash flow from operations. The Kahoot! Group reached more than 360K paid subscriptions per Q3 2020.
2020 certainly has been an unprecedented year thus far and represented extraordinary challenges for the world community. At Kahoot! we are fortunate to provide services and solutions that can help mitigate some of the strains posed by the COVID pandemic. With our learning platform we can make learning awesome by provide engagement in the classroom and at the workplace, support a richer learning experience and foster connections between students and schools, employees and their coworkers - or in a family settings.
We are almost closing in on the year 2020, and I am proud to share that our organization has stepped up to the challenges and provided more value to all Kahoot! users around the world. At Kahoot!, we have continued to deliver new initiatives quarter after quarter helping users from all segments to make learning awesome as we get closer to our vision of building the leading learning platform in the world.
This past quarter was special as a large portion of the globe experienced a back-to-school season like no other, and we are very happy to be able to deliver our best offerings for teachers and students to successfully start the school year. We continued to add a record number of users and paid subscribers of our offerings as our users accustomed themselves to the "new normal" in the post-COVID reality.
After raising additional capital in June this year to help fuel the next phase of Kahoot!'s growth, we shared that we will use the funds to further invest in product innovation, as well as consider new strategic partnerships and acquisitions to further strengthen our platform.
I am delighted to share that we have followed through on our promise. Last month, we announced that we are adding Actimo to our growing family, helping us strengthen our offerings for organizations to help them with corporate learning, culture and engagement.
Earlier in the quarter, we announced our collaboration with Disney to launch a new series of Kahoot! Academy premium curriculum collections with characters from Disney franchises such as Pixar, Star Wars including Frozen, Cars and more. We also teamed up with Marvel to launch learning games from Kahoot! Academy covering a diverse range of subjects and topics wrapped in Marvel characters!
This back-to-school season, we delivered several initiatives, to make the transition to virtual learning much easier for teachers and students.
We launched Kahoot! EDU, our new and most advanced scalable offering that will help administrators and school leaders bring an enhanced Kahoot! experience to their entire school or district -- whether students are in-class or in virtual learning environments. More than 10,000 educational institutions around the world have already deployed Kahoot! site licenses to connect their staff across departments, schools, districts colleges, or universities, and help them save time.
We also launched study leagues in the Kahoot! app to better connect students both at home and in class, and make studying with peers even more fun. The study leagues feature is a new social way to study and increases engagement through friendly competition. In addition, we also overhauled our popular professional development program, Kahoot! Certified, to reflect our latest product updates and new teaching realities to help teachers make the most of Kahoot!.
Finally, we are proud that we launched the Kahoot! app for iOS and Android in Spanish as the first step to better cater for growing needs from our users and customers globally. In the coming months, Kahoot! will be available on the app and the web in several other languages, including Portuguese, French and more.
Soon we will launch our new "Courses" feature for Kahoot! 360, our next generation corporate learning platform. This blended learning solution will let corporate trainers combine instructor-led training with self-paced mobile learning to maximize engagement and allow employees to take control over their own learning.
Before the end of the year, we will also be launching Kahoot! Family: a combo pack offering families a set of tools and apps to learn at home. This pack will include subscription to the premium version of the Kahoot! app as well as our other learning apps, covering math and reading and chess.
For brands and publishers, Kahoot! will be launching a new tailor-made offering later this year, to help them distribute their high-quality content and reach more relevant audiences through the power and reach of the Kahoot! platform.
In the beginning of October, we were pleased to announce that we raised USD 215 million after completing a private placement to a subsidiary of SoftBank Group. In addition, a private placement to a fund advised by Capital World Investors was completed.
As we enter the final few weeks of the year, we promise to continue with strong growth and better functionality in our products, paying close attention to our users' needs. And lastly, we will spend the Q4 preparing the organization for our main listing on the Oslo Stock Exchange in Q1 2021.
The main figures were reported in the company trading update October 2, 2020.
The information contained in this statement has not been audited and may be subject to change.
Eilert Hanoa, CEO Phone: +47 928 32 905 Email: [email protected]
Ken Østreng, CFO Phone: +47 911 51 686 Email: [email protected]
Kahoot! is on a mission to make learning awesome! We want to empower everyone, including children, students, and employees to unlock their full learning potential. Our game-based learning platform makes it easy for any individual or corporation to create, share, and play learning games that drive serious engagement. In addition, our family of apps takes math learning to a new level and empowers children to learn to read through play. Launched in 2013, Kahoot!'s vision is to build the leading learning platform in the world. In the last 12 months, more than 200 million games have been played on the Kahoot! platform with over one billion participating players in 200 countries. The company is headquartered in Norway with offices in the US, the UK, France, Finland, Denmark and Spain. Let's play!
| Q3 2020 | 03 2019 | Growth | YTD 2020 | YTD 2019 | Growth | FY 2019 | |
|---|---|---|---|---|---|---|---|
| Invoiced revenue | 11 642 | 3 411 | 241 % | 27 717 | 7 722 | 259 % | 13 041 |
| Net change unrecognized revenue | -4 029 | -1 205 | -9 838 | -2 949 | -4 284 | ||
| Total recognized revenue | 7 613 | 2 206 | 245 % | 17 879 | 4 773 | 275 % | 8 757 |
| Cost of goods sold | -865 | -242 | -2 056 | -531 | -970 | ||
| Payroll & consulting 11) | -3 662 | -2 602 | -11 477 | -6 765 | -10 086 | ||
| Other operating expenses | -2 067 | -1 052 | -5 542 | -3 317 | -4 694 | ||
| Total operating expenses | -6 293 | -3 895 | 69 % | -19 075 | -10 614 | 80 % | -15 750 |
| EBITDA | 1 019 | -1 689 | -1 196 | -5 841 | -6 993 | ||
| Depreciation tangible assets | -32 | -19 | -86 | -48 | -73 | ||
| Depreciation intangible assets | -211 | -218 | -607 | -667 | -878 | ||
| Amortization goodwill | -1 239 | -419 | -3 562 | -419 | -1 716 | ||
| Total depreciation and amortization | -1 482 | -656 | -4 255 | -1 134 | -2 667 | ||
| EBIT | -463 | -2 345 | -5 452 | -6 974 | -9 659 | ||
| Net financial items | -332 | 78 | -500 | 143 | -42 | ||
| Profit before tax | -795 | -2 267 | -5 951 | -6 831 | -9 701 |
1) YTD 2020 includes \$1.3m in social security cost related to exercised share options in the second quarter.
| Sep 30, 2020 | Sep 30, 2019 | Dec 31, 2019 | |
|---|---|---|---|
| Capitalized R&D | 1 834 | 2 785 | 2 640 |
| Licenses & domain | 190 | 193 | 204 |
| Goodwill | 18 720 | 24 713 | 24 086 |
| Deferred tax asset | 4 694 | 3 341 | 5 069 |
| Total intangible fixed assets | 25 437 | 31 034 | 31 999 |
| Property and equipment | 319 | 273 | 313 |
| Financial fixed assets | 0 | 6 | 0 |
| Total fixed assets | 25 757 | 31 313 | 32 312 |
| Inventory/deferred cost of goods sold | 516 | 194 | 147 |
| Accounts receivable | 1 020 | 1 268 | 1322 |
| Prepaid expenses and other current assets | 1 379 | 639 | 590 |
| Cash and cash equivalents | 72 493 | 13 400 | 40 851 |
| Total current assets | 75 357 | 15 501 | 42 910 |
| Total assets | 101 114 | 46 814 | 75 222 |
| Total equity | 81 592 | 40 300 | 64 998 |
| Accounts payable | 1 178 | 481 | 940 |
| Public duties payable | 1 009 | 39 | 1 715 |
| Deferred revenue | 16 278 | 5 275 | 6 718 |
| Other current liabilities | 1 056 | 718 | 852 |
| Total current liabilities | 19 521 | 6 514 | 10 224 |
| Total equity and liabilities | 101 114 | 46 814 | 75 222 |
| Figures presented in USD thousands | ||
|---|---|---|
| Q3 2020 | 03 2019 | YTD 2020 | YTD 2019 | FY 2019 | |
|---|---|---|---|---|---|
| Profit/(loss) before tax | -795 | -2 267 | -5 951 | -6 831 | -9 701 |
| Depreciation and amortization | 1 482 | 656 | 4 255 | 1 134 | 2 667 |
| Changes in accounts receivables | -377 | -341 | 203 | -787 | -937 |
| Changes in accounts payables | 382 | -41 | 306 | 226 | 762 |
| Changes in public duties payable | -679 | -454 | 476 | -502 | 340 |
| Changes in deferred revenues | 4 041 | 1 186 | ਰੇ 994 | 2 879 | 5 065 |
| Changes in other current balance sheet items | 1 190 | 633 | 744 | -24 | -915 |
| Net cash flow from operating activities | 5 243 | -567 | 10 026 | -3 906 | -2 719 |
| Capitalized R&D | |||||
| Acquisition, net of cash acquired | -9 426 | -9 541 | -9 755 | ||
| Purchase of tangible fixed assets | -24 | -64 | -115 | -173 | -247 |
| Net cash flow from investment activities | -24 | -9 489 | -115 | -9 714 | -10 002 |
| Proceeds from equity issue | -6 818 | 74 933 | 245 | 25 958 | |
| Net cash flow from financing activities | -6 818 | 24 933 | 245 | 25 958 | |
| Translation differences | 741 | -1 244 | -3 203 | -1 516 | -677 |
| Net change in cash and cash equivalents | -858 | -11 301 | 31 642 | -14 892 | 12 559 |
| Cash and cash equivalents at begin. of period | 73 350 | 24 701 | 40 851 | 28 292 | 28 292 |
| Cash and cash equivalents at end of period | 72 493 | 13 400 | 72 493 | 13 400 | 40 851 |
Proceeds from equity issue in Q3 reflects payments of employee withholding taxes, social security cost and transaction cost related to the new share issue and share option exercise which took place in June.
Kahoot! AS is a Norwegian company and the parent company in the Kahoot! Group. The financial statements have been prepared in accordance with the Norwegian Accounting Act and generally accepted accounting principles in Norway. The interim financial statements are presented in USD translated from NOK.
The consolidated condensed interim financial statements comprise the financial statements of the parent company and its subsidiaries as of 30 September 2020, authorized for issue by the board of directors on October 28, 2020. The condensed interim financial statements are unaudited. This quarterly report does not include the complete set of accounting principles and disclosures and should hence be read in conjunction with the Annual Financial Statement for 2019. All accounting principles applied in preparing this interim financial statement are consistent with the annual report as of 2019.
The Kahoot! Group has one segment: software to make learning awesome. The market for Kahoot!'s software is global. The chief decision maker will therefore follow up revenue and profitability on a global basis This is consistent with the internal reporting submitted to the chief operating decision maker responsible for allocating resources and assessing performance as well as making strategic decisions.
Goodwill is stated to the difference of historic cost at the time of acquisition of the company and actual value of identifiable assets and debt of the company. Amortization of goodwill is charged to the income statement using the straight-line method over estimated lifetime of 5 years.
Intangible assets are stated at historical cost less depreciation and adjustments for impairment losses. Depreciations are charged to the income statement using the straight-line method over estimated utilized lifetime. Kahoot! capitalized R&D until 2017. From 2018 all R&D related costs are expensed. Depreciation of intangible assets are deprecation of R&D capitalized before revenue models were implemented.
| Numbers in millions | Active accounts 21 | YoY | Hosted | YoY | Participants | YoY |
|---|---|---|---|---|---|---|
| (Unique) | Growth | games | Growth | (Non-unique) | Growth | |
| Tota | 21,5 | 45 % | 223,8 | 10 % | 1 339,1 | 19 % |
| By Territory (free and paid) | ||||||
| USA and Canada | 9,6 | 28 % | 101,8 | -5 % | 683,3 | 2 % |
| Europe | 6,7 | 49 % | 66,2 | 14 % | 360,2 | 31 % |
| Asia Pacific | 2,4 | 58 % | 24,6 | 23 % | 143,0 | 30 % |
| Latin America and The Caribbean | 1,8 | 124 % | 18,6 | 66 % | 99,0 | 101 % |
| Africa, The Middle East, and India | 0,9 | 121 % | 12,5 | 73 % | 53,7 | 114 % |
| Tota | 21,5 | 223,8 | 1 339,1 | |||
| By Category (free and paid) | ||||||
| School | 6,9 | 28 % | 76,9 | 1 % | 879,9 | 12 % |
| Work | 0,5 | 20 % | 3,1 | 17 % | 23,1 | 22 % |
| Home & Study | 14,2 | 57 % | 143,8 | 16 % | 436,1 | 36 % |
| Tota | 21,5 | 223,8 | 1 339,1 |
2) Active accounts LTM is defined as unique user accounts hosting a game with one participant or more the last twelve months.
| Q4 2018 Q1 2019 Q2 2019 Q2 2019 Q4 2019 Q4 2019 Q2 2020 Q2 2020 Q2 2020 | ||||||||
|---|---|---|---|---|---|---|---|---|
| School | 15 | 33 | 41 - 41 | 74 | 91 | 125 | 180 | |
| Work | 25 | 38 - | 54 | 63 | 72 | 83 | 100 | 105 |
| Home & Study | ഗ | ഗ | ഗ | 18 | 24 | 28 | 45 | 75 |
| Tota | 46 | 76 | 101 | 139 - - | 171 | 203 203 | 270 | 360 |
| Net new paid subscriptions 3/ | 30 | 25 | 38 - | 32 | 32 | မွေ | 90 |
3) Paid subscriptions are defined as total number of users on paid subscription per the end of the period.
Per October 27, 2020 Kahoot! AS had more than 9,000 shareholders. The shares are listed on Merkur Market on Oslo Stock Exchange with ticker code KAHOOT-ME.
| Shareholders per October 27, 2020 | Shares | 0/0 | |
|---|---|---|---|
| 1 | Datum Group | 52 130 865 | 11,6 % |
| 2 Northzone Ventures Norway AS | 48 033 280 | 10,7 % | |
| 3 Goldman Sachs International | 42 994 000 | 9,6 % | |
| 4 AS Real-Forvaltning/Glitrafjord | 36 708 910 | 8,2 % | |
| 5 | Creandum III LP | 23 550 832 | 5,3 % |
| 6 Microsoft Global Finance | 20 820 000 | 4,6 % | |
| 7 | Citigroup Global Markets Inc. | 13 500 000 | 3,0 % |
| 00 | Versvik Invest AS | 12 962 076 | 2,9 % |
| ರಿ | Newbrott AS | 7 606 000 | 1,7 % |
| 10 State Street Bank and Trust Comp | 7 439 085 | 1,7 % | |
| 11 | J.P. Morgan Bank Luxembourg S.A. | 6 600 000 | 1,5 % |
| 12 | MP Pensjon PK | 5 991 435 | 1,3 % |
| 13 | Gamification AS | 5 372 777 | 1,2 % |
| 14 | Morgan Stanley & Co. LLC | 5 145 713 | 1,1 % |
| 15 | Verdipapirfondet DNB Norden | 4 998 354 | 1,1 % |
| 16 J.P. Morgan Bank Luxembourg S.A. | 4 800 000 | 1,1 % | |
| 17 | Sanden AS | 4 340 000 | 1,0 % |
| 18 | Goldman Sachs & Co. LLC | 4 131 932 | 0,9 % |
| 19 | Verdipapirfondet DNB Grønt Norden | 3 171 985 | 0,7 % |
| 20 | Adrian AS | 3 156 750 | 0,7 % |
| Other | 134 935 554 | 30,1 % | |
| Total outstanding shares | 448 389 548 | 100,0 % | |
| Outstanding share options | 17 515 153 | ||
| Total no. of shares (fully diluted) | 465 904 701 |
www.kahoot.com/investor

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