Earnings Release • May 7, 2020
Earnings Release
Open in ViewerOpens in native device viewer
Quarterly Report Q1 - 2020
OSLO, May 7, 2020 – Kahoot! AS, (KAHOOT-ME) today announced financial results for its fiscal quarter ended March 31, 2020. Kahoot! is on a mission to make learning awesome! Our gamebased learning platform makes it easy to create, share and play learning games driving compelling engagement with 1.3 billion participating players in more than 200 countries in the last twelve months.
Q1 2020 was another strong quarter and reflects focused execution by the team in the Kahoot! Group. The Kahoot! Group grew invoiced revenue in Q1 2020 to \$6.4m, representing more than 220% increase from reported invoiced revenue in Q1 2019. Recognized revenue in Q1 2020 reached \$4.5m, representing 282% growth from Q1 2019. The Kahoot! Group achieved positive cash flow from operations in Q1 2020. By the end of Q1, the Kahoot! Group had more than 202,000 paying users.
Over the past few months, we have seen a rapid and fundamental shift in how digital tools are being used in companies, organizations, in social contexts and in all kinds of educational institutions. We see a huge shift to the distributed use of Kahoot! through videoconferencing and individual assignments to employees, students, and social players.
As self-study has increased in popularity, our learning apps DragonBox and Poio have seen tremendous interest from the media and a significant increase in downloads and usage for homeschooling and self-study. Kahoot! apps have been the editor's choice for homeschooling and remote learning by Apple, Wired, New York Times and many others.
From teachers and school admins, we see an increased number of signups for Kahoot! Premium editions. As a contribution to schools being impacted by COVID-19, Kahoot! has given free access to Premium editions to all teachers and schools for the rest of the school year and received an overwhelming response. Although we have seen a huge increase in the use of Kahoot! for remote learning, the total workload for our infrastructure has been stable, due to decreased activity from larger events and physical meetings.
Organizations and corporations of all sizes are increasingly using Kahoot! for remote training, sharing knowledge, building corporate culture and creating excitement across the distributed organization. The use of Kahoot! together with Microsoft Teams, Google Hangouts Meet, Zoom, Slack and Skype are opening new and creative ways to make learning awesome!
Therefore, we will continue to increase investments in better functionality for both free and paying users. In the coming months, Kahoot! will continue to launch several new features and initiatives such as Kahoot! Study for self-study, Kahoot! Study Groups for students and corporate training, Interactive Presentations and improved integrations with other essential tools for distributed learning, to better serve our students, teachers, professionals and parents around the world.
Please note that due to fluctuating market conditions and extraordinary circumstances caused by Covid-19, it is in general more challenging to provide accurate guiding.
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]
About Kahoot! Kahoot! is on a mission to make learning awesome! We want to empower every child, student and employee to unlock their full learning potential. Our game-based learning platform makes it easy to create, share and play learning games driving compelling 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. Over the past 12 months, 218 million games were played on the Kahoot! platform with 1.3 billion participating players in 200 countries. The company is headquartered in Norway with offices in the US, the UK, France and Finland. Let's play!
| Kahoot! Group - Interim Consolidated Profit & Loss Statement | ||||
|---|---|---|---|---|
| Figures presented in USD thousands | ||||
| Q1 2020 | Q1 2019 | Growth | 2019 | |
| Invoiced revenue | 6 459 | 2 008 | 222 % | 13 041 |
| Net change unrecognized revenue | -1 998 | -839 | -4 284 | |
| Total recognized revenue | 4 462 | 1 169 | 282 % | 8 757 |
| Cost of goods sold | -471 | -132 | -970 | |
| Payroll & consulting | -3 393 | -2 189 | -10 086 | |
| Other operating expenses | -1 563 | -1 020 | -4 694 | |
| Total operating expenses | -5 426 | -3 341 | 62 % | -15 750 |
| EBITDA | -965 | -2 173 | -6 993 | |
| Depreciation tangible assets | -27 | -14 | -73 | |
| Depreciation intangible assets | -204 | -225 | -878 | |
| Amortization goodwill | -1 194 | 0 | -1 716 | |
| Total depreciation and amortization | -1 424 | -238 | -2 667 | |
| EBIT | -2 389 | -2 411 | -9 659 | |
| Net financial items | 335 | -32 | -42 | |
| Profit before tax | -2 055 | -2 443 | -9 701 | |
| Kahoot! Group - Interim Consolidated Balance Sheet Statement | ||||
| Figures presented in USD thousands | ||||
| 31.03.2020 | 31.03.2019 | 31.12.2019 | ||
| Capitalized R&D | 2 069 | 4 500 | 2 640 | |
| Licenses & Domain | 171 | 203 | 204 | |
| Goodwill | 19 044 | - | 24 086 | |
| Deferred tax asset | 2 866 | 1 798 | 3 431 | |
| Total intangible fixed assets | 24 150 | 6 501 | 30 360 | |
| Property and equipment | 299 | 255 | 313 | |
| Financial fixed assets | - | - | - | |
| Total fixed assets | 24 450 | 6 756 | 30 674 | |
| Kahoot! Group - Interim Consolidated Balance Sheet Statement | |||
|---|---|---|---|
| Figures presented in USD thousands | |||
| 31.03.2020 | 31.03.2019 | 31.12.2019 | |
| Capitalized R&D | 2 069 | 4 500 | 2 640 |
| Licenses & Domain | 171 | 203 | 204 |
| Goodwill | 19 044 | - | 24 086 |
| Deferred tax asset | 2 866 | 1 798 | 3 431 |
| Total intangible fixed assets | 24 150 | 6 501 | 30 360 |
| Property and equipment | 299 | 255 | 313 |
| Financial fixed assets | - | - | - |
| Total fixed assets | 24 450 | 6 756 | 30 674 |
| Inventory/deferred cost of goods sold | 143 | - | 147 |
| Accounts receivable | 1 253 | 638 | 1 322 |
| Prepaid expenses and other current assets Cash and cash equivalents |
1 057 33 972 |
697 26 463 |
564 40 851 |
| Total current assets | 36 425 | 27 798 | 42 883 |
| Total assets | 60 875 | 34 553 | 73 557 |
| Total equity | 51 140 | 31 023 | 63 359 |
| Accounts payable | 1 040 | 300 | 940 |
| Public duties payable | 289 | 31 | 1 767 |
| Deferred revenues | 7 559 | 2 481 | 6 718 |
| Other current liabilities | 848 | 719 | 773 |
| Total current liabilities | 9 735 | 3 530 | 10 197 |
| Total equity and liabilities | 60 875 | 34 553 | 73 557 |
| Kahoot! Group - Interim Consolidated Cash Flow Statement | |||
|---|---|---|---|
| Kahoot! Group - Interim Consolidated Cash Flow Statement | |||
| Figures presented in USD thousands | |||
| Q1 2020 | Q1 2019 | FY 2019 | |
| Profit/(loss) before tax | -2 054 | -2 443 | -9 701 |
| Depreciation and amortization | 1 424 | 239 | 2 667 |
| Changes in accounts receivables | -165 | -245 | -937 |
| Changes in accounts payables | 281 | 124 | 762 |
| Changes in public duties payable | -258 | -251 | 340 |
| Changes in deferred revenues | 2 156 | 839 | 5 065 |
| Changes in other current balance sheet items | -448 | -150 | -915 |
| Net cash flow from operating activities | 937 | -1 888 | -2 719 |
| Capitalized R&D | - | - | - |
| Acquisition, net of cash acquired | - | - | -9 755 |
| Purchase of tangible fixed assets | -68 | -82 | -247 |
| Net cash flow from investment activities | -68 | -82 | -10 002 |
| Proceeds from equity issue | -1 057 | 245 | 25 958 |
| Net cash flow from financing activities | -1 057 | 245 | 25 958 |
| Translation differences | -6 691 | -145 | -677 |
| Net change in cash and cash equivalents | -6 879 | -1 869 | 12 559 |
| Cash and cash equivalents at beginning of period | 40 851 | 28 292 | 28 292 |
| 33 972 | 26 423 | 40 851 | |
| Cash and cash equivalents at end of period | |||
| Non-cash investing and financing transactions | |||
| Fair value of shares issued as acquisition consideration | - | - | 14 647 |
Notes to the interim consolidated financial statements:
| Kahoot! Active Accounts Last Twelve Months per March 31, 2020 | ||||||
|---|---|---|---|---|---|---|
| Numbers in millions | LTM | LTM | LTM | |||
| 31.03.2020 | 31.03.2020 | 31.03.2020 | ||||
| Kahoot! Accounts (Unique) |
YoY Growth |
Hosted Games | YoY Growth |
Participants (non unique) |
YoY Growth |
|
| All Accounts (hosting) | 16,8 | 25 % | 217,6 | 19 % | 1 304,8 | 23 % |
| By Territory (free and paid) | ||||||
| USA and Canada Europe |
8,6 5,1 |
23 % 26 % |
110,3 64,5 |
12 % 27 % |
742,0 344,5 |
15 % 37 % |
| Asia Pacific | 1,6 | 26 % | 22,0 | 25 % | 125,6 | 25 % |
| Latin America and The Caribbean | 0,9 | 50 % | 12,7 | 44 % | 58,5 | 50 % |
| Africa, The Middle East, and India | 0,5 | 21 % | 8,0 | 26 % | 34,2 | 51 % |
| 16,8 | 217,6 | 1 304,8 | ||||
| By Segment (free and paid) | ||||||
| Teachers | 6,0 | 24 % | 79,0 | 11 % | 877,2 | 17 % |
| Business* | 0,3 | -5 % | 2,7 | -2 % | 18,8 | -5 % |
| Students/Social | 10,4 16,8 |
27 % | 135,9 217,6 |
25 % | 408,8 1 304,8 |
41 % |
| *Kahoot! have during the last 12 months introduced different limitations on the free business accounts to prevent them from launching games with large audiences for free. |
||||||
| Paid Accounts (Seats) Kahoot! and DragonBox School | ||||||
| Numbers in thousands | ||||||
| YoY | ||||||
| Kahoot! Teachers |
31.03.2020 Growth 91,2 178 % |
31.03.2019 32,8 |
31.12.2018 15,2 |
31.03.2019 32,8 |
30.06.20219 40,8 |
30.09.2019 31.12.2019 57,5 |
| 93,1 146 % |
37,8 | 25,1 | 37,8 | 54,3 | 63,0 | |
| 184,4 161 % |
70,6 | 40,3 | 70,6 | 95,1 | 120,6 | |
| Business Kahoot! total |
||||||
| DragonBox School | 18,2 231 % |
5,5 | 5,5 | 5,5 | 5,5 | 18,2 |
| Kahoot! Group Total | 202,5 166 % |
76,1 | 45,8 | 76,1 | 100,6 | 138,7 |
| By Segment (free and paid) | ||||||||
|---|---|---|---|---|---|---|---|---|
| *Kahoot! have during the last 12 months introduced different limitations on the free business accounts to prevent them | ||||||||
| from launching games with large audiences for free. | ||||||||
| Paid Accounts (Seats) Kahoot! and DragonBox School | ||||||||
| Numbers in thousands | ||||||||
| YoY | ||||||||
| Kahoot! | 31.03.2020 | Growth | 31.03.2019 | 31.12.2018 | 31.03.2019 | 30.06.20219 | 30.09.2019 | 31.12.2019 |
| Teachers | 91,2 | 178 % | 32,8 | 15,2 | 32,8 | 40,8 | 57,5 | |
| Business | 93,1 | 146 % | 37,8 | 25,1 | 37,8 | 54,3 | 63,0 | |
| Kahoot! total | 184,4 | 161 % | 70,6 | 40,3 | 70,6 | 95,1 | 120,6 | |
| DragonBox School | 18,2 | 231 % | 5,5 | 5,5 | 5,5 | 5,5 | 18,2 | |
| Kahoot! Group Total | 202,5 | 166 % | 76,1 | 45,8 | 76,1 | 100,6 | 138,7 | 74,4 78,3 152,7 18,2 170,9 |
Building tools?
Free accounts include 100 API calls/year for testing.
Have a question? We'll get back to you promptly.