Earnings Release • Apr 2, 2020
Earnings Release
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Q1 2020 was another strong quarter and reflects focused execution by the team in the Kahoot! Group. The Kahoot! Group, including acquired units, grew invoiced revenue in Q1 2020 to \$6.4m, a 220% increase from reported invoiced revenue in Q1 2019. The organic quarter‐over‐ quarter growth for Kahoot! was 21% in Q1 2020 (vs Q4 2019). The Kahoot! Group had a positive cash flow from operations in Q1 2020. The Kahoot! Group reached 202K paying users in Q1 2020. The full Q1 2020 report is scheduled for release on May 7, 2020.
These are exceptional times for everyone. We have taken several operational actions to adjust to the new work‐from‐home reality and to secure the well‐being of our employees.
Through March, 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 up 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 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.
The company will provide further guidance for Q2 as a part of the Q1 presentation. The company currently expects invoiced revenue in Q2 to be slightly higher than Q1, with improved positive cash flow from operations. The company maintains the guidance of invoice growth rate in 2020 of 100‐150% growth from proforma 2019.
The information contained in this statement has not been audited and may be subject to change.
Please see Kahoot! News on kahoot.com/news to stay up to date on company news and updates. For more information, please contact:
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 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 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 2019, over 200 million games were played on the Kahoot! platform with 1.2 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!
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