Company Presentation (As presented March 2018) - Netfonds
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IMPORTANT INFORMATION THIS PRESENTATION (HEREINAFTER REFERRED TO AS THE “PRESENTATION”) HAS BEEN PREPARED BY KAHOOT! AS (”KAHOOT!” OR THE ”COMPANY”) EXCLUSIVELY FOR INFORMATION PURPOSES, AND DOES NOT CONSTITUTE AN OFFER TO SELL OR THE SOLICITATION OF AN OFFER TO BUY ANY FINANCIAL INSTRUMENTS. THE DISTRIBUTION OF THIS PRESENTATION AND THE OFFERING, SUBSCRIPTION, PURCHASE OR SALE OF SECURITIES ISSUED BY THE COMPANY IN CERTAIN JURISDICTIONS IS RESTRICTED BY LAW, INCLUDING BUT WITHOUT LIMITATION TO THE UNITED STATES. PERSONS INTO WHOSE POSSESSION THIS PRESENTATION MAY COME ARE REQUIRED BY THE COMPANY TO INFORM THEMSELVES ABOUT AND TO COMPLY WITH ALL APPLICABLE LAWS AND REGULATIONS IN FORCE IN ANY JURISDICTION IN OR FROM WHICH IT INVESTS OR RECEIVES OR POSSESSES THIS PRESENTATION AND MUST OBTAIN ANY CONSENT, APPROVAL OR PERMISSION REQUIRED UNDER THE LAWS AND REGULATIONS IN FORCE IN SUCH JURISDICTION, AND THE COMPANY SHALL NOT HAVE ANY RESPONSIBILITY OR LIABILITY FOR THESE OBLIGATIONS. THIS PRESENTATION INCLUDES AND IS BASED ON, AMONG OTHER THINGS, FORWARD-LOOKING INFORMATION AND STATEMENTS. SUCH FORWARD-LOOKING INFORMATION AND STATEMENTS ARE BASED ON THE CURRENT EXPECTATIONS, ESTIMATES AND PROJECTIONS OF THE COMPANY OR ASSUMPTIONS BASED ON INFORMATION AVAILABLE TO THE COMPANY. SUCH FORWARD-LOOKING INFORMATION AND STATEMENTS REFLECT CURRENT VIEWS WITH RESPECT TO FUTURE EVENTS AND ARE SUBJECT TO RISKS, UNCERTAINTIES AND ASSUMPTIONS. THE COMPANY CANNOT GIVE ANY ASSURANCE AS TO THE CORRECTNESS OF SUCH INFORMATION AND STATEMENTS. SEVERAL FACTORS COULD CAUSE THE ACTUAL RESULTS, PERFORMANCE OR ACHIEVEMENTS OF THE COMPANY TO BE MATERIALLY DIFFERENT FROM ANY FUTURE RESULTS, PERFORMANCE OR ACHIEVEMENTS THAT MAY BE EXPRESSED OR IMPLIED BY STATEMENTS AND INFORMATION IN THIS PRESENTATION, INCLUDING, AMONG OTHERS, RISKS OR UNCERTAINTIES ASSOCIATED WITH THE COMPANY’S BUSINESS, SEGMENTS, DEVELOPMENT, GROWTH MANAGEMENT, FINANCING, MARKET ACCEPTANCE AND RELATIONS WITH CUSTOMERS, AND, MORE GENERALLY, GENERAL ECONOMIC AND BUSINESS CONDITIONS, CHANGES IN DOMESTIC AND FOREIGN LAWS AND REGULATIONS, TAXES, CHANGES IN COMPETITION AND PRICING ENVIRONMENTS, FLUCTUATIONS IN CURRENCY EXCHANGE RATES AND INTEREST RATES AND OTHER FACTORS. SHOULD ONE OR MORE OF THESE RISKS OR UNCERTAINTIES MATERIALISE, OR SHOULD UNDERLYING ASSUMPTIONS PROVE INCORRECT, ACTUAL RESULTS MAY VARY MATERIALLY FROM THOSE DESCRIBED IN THIS DOCUMENT. THE COMPANY DOES NOT INTEND, AND DOES NOT ASSUME ANY OBLIGATION, TO UPDATE OR CORRECT THE INFORMATION INCLUDED IN THIS PRESENTATION. THERE MAY HAVE BEEN CHANGES IN MATTERS WHICH AFFECT THE COMPANY SUBSEQUENT TO THE DATE OF THIS PRESENTATION. NEITHER THE ISSUE NOR DELIVERY OF THIS PRESENTATION SHALL UNDER ANY CIRCUMSTANCE CREATE ANY IMPLICATION THAT THE INFORMATION CONTAINED HEREIN IS CORRECT AS OF ANY TIME SUBSEQUENT TO THE DATE HEREOF OR THAT THE AFFAIRS OF THE COMPANY HAVE NOT SINCE CHANGED, AND THE COMPANY DOES NOT INTEND, AND DOES NOT ASSUME ANY OBLIGATION, TO UPDATE OR CORRECT ANY INFORMATION INCLUDED IN THIS PRESENTATION. THE CONTENTS OF THIS PRESENTATION ARE NOT TO BE CONSTRUED AS LEGAL, BUSINESS, INVESTMENT OR TAX ADVICE. EACH RECIPIENT SHOULD CONSULT WITH ITS OWN LEGAL, BUSINESS, INVESTMENT AND TAX ADVISER AS TO LEGAL, BUSINESS, INVESTMENT AND TAX ADVICE. 2
ABOUT Kahoot! was founded in 2012 by Morten Versvik, Johan Brand and Jamie Brooker who in a joint project with the KAHOOT! Norwegian University of Technology and Science, teamed up with Professor Alf Inge Wang, and were later joined by Norwegian entrepreneur Åsmund Furuseth. Kahoot! is a game-based learning platform where the audience can join the The technology is based on research conducted by Kahoot! game (quiz) on the co-founder Morten Versvik for his Master’s degree at NTNU, presentation screen using who was a student of Professor Wang’s at the time. their mobile device. Historical milestones 2013 2015 2017 ÅSMUND MORTEN Launched in Growth focus on US Topped 70M users (MAUs) FURUSETH VERSVIK September and K-12* education CEO, Co-founder CTO, Co-founder Achieved 1.6B cumulative segment Reached 200k players (non-uniques) users (MAUs*) Reached 20M users Top 3 tool in US education (MAUs) Achieved 500k Soft- Launched first cumulative players Developed a world- MARTIN JAMES commercial edition, (non-uniques) wide recognizable Kahoot! Plus (Nov) KVÆRNSTUEN MICKLETHWAIT brand CFO VP of Products *MAUs (Monthly Active Users) - unique users last 30 days *K-12 - publicly-supported school grades prior to college. These grades 4 are kindergarten (K) and the 1st through the 12th grade (1-12)
OPERATIONAL STATUS ACCELERATED GROWTH Reached 70 million users in Dec 2017 (MAUs) • 3M users (presenters) hosted/created games in Dec 2017 • 67M players participated in one or more games in Dec 2017 LARGE AND GROWING BASE OF PROFESSIONAL USERS 12 M users hosted/created games during all of 2017 • 3.5M teachers and 300K businesses (unique registered users) 100% growth y-o-y in the number of new business sign-ups • 50,000 businesses signed up for Kahoot! (Feb 2018) COMMERCIAL MODEL GAINING TRACTION Kahoot! Plus and Pro launched in Q1-2018 • 5000 paid seats* as of end Q1 2018 (since Nov 2017) *Seat – paid license to host/create games of Kahoot! 5
GROWTH ACCELERATING: OVER 70M UNIQUE MONTHLY ACTIVE USERS HIGHLIGHTS 75% YoY growth; 100M MAUs projected in 2018 100M 100M 42M 1.6B 90M +30M MAUs in Cumulative Games 90M the U.S. players since played in launch 2017 80M 70M 100% 10 23M 70M Growth in Minutes Games +30M new business average game created in 60M sign-ups session 2017 50M 40M 3.3 206 51M 40M +15M Games Countries Kahoot! played per playing games on 30M 25M second Kahoot! platform +15M 20M 10M 10M +10M #3 EdTech tool overall 2013 2014 2015 2016 2017 2018(est.) #1 in assessment 6
>50% OF U.S. STUDENTS PLAY KAHOOT! EVERY MONTH - BUILDING A GROWING BASE OF PROFESSIONAL USERS “TO PLAY KAHOOT! IS TO MARKET KAHOOT!” 3.6M 1.7M Total U.S. K-12 U.S. K-12 teachers teachers hosted a kahoot in 2017 31M U.S. K-12 students played a kahoot in December 51M 2017 Total U.S. K-12 students Kahoot’s game like features and easy-to-use format have helped turn 7 it into a classroom phenomenon. Kahooting is an actual word now. - The New York Times
KAHOOT! GROWTH AMBITIONS FOR 2018 Reach Increase sign-ups of professional users to 100M monthly active users (MAUs), 5M • 4,3M new teacher accounts a 40 % growth rate (33% growth YoY) • 0,7M businesses accounts (100% growth YoY) Drive Reach Conversion 50K of businesses, professional trainers paid seats within March 2019 and selected teachers* to commercial editions *Professional trainers and selected teachers estimated to 20% of teacher sign-ups. 8 Remaining 80% to be including K-12 teachers
KAHOOT! IS A UNIQUE, GAME-BASED LEARNING PLATFORM Target market Teacher led Student led, e.g. VS Kahoot! helps teachers succeed in and beyond the classroom. Teachers share content with Students Kahoot!’s unrivalled global network of teachers “Loud learning” An individual learning VS The Kahoot! game format is played primarily experience, e.g. Adult language in a group setting and appeals to the learners players’ competitive nature Brand & game design A traditional assessment VS The Kahoot! brand and aspects of the product, e.g. Teachers and game such as the gameplay and music are students unique Safety & inclusiveness via formative assessment Assessment data like Districts/schools VS Data from the game provides feedback which an LMS, e.g. helps both educators and learners optimize and higher ed the learning process. It is not used to assess the outcomes of the learning process 9
KAHOOT! FREE FOR SCHOOLS AND PERSONAL USE (BASIC VERSION) Improved user experience main focus for product development in 2018 Recommendation Expanding image library to engine for users to use when creating games recommend relevant (Getty Images API) public Kahoot! games and questions Shared folders for groups Player identification of users to share games mode to track progress over time using mobile Simplified game app creation process using mobile app Improved game modes expanding on the quiz 10 format
KAHOOT! AS A CONTENT PLATFORM 51M Kahoot! games on the platform Premium Content Channels Content partners and brands are paying for premium (official) channels on Kahoot! Content Partners Partnering with premium content brands such as Disney 11
KAHOOT! MOBILE APP (IOS AND ANDROID) - EXTENDING THE EXPERIENCE • Enabling all presenters and users to send Kahoot! games as challenges that can be played asynchronous without a host • Optimized for “on the go” rounds with only three questions • Provides new area to promote content and partners Teachers • Make homework fun for students • Corrected automatically Businesses/Professional presenters • Enable challenges to groups • Mobile training, compliance 12
KAHOOT! COMMERCIAL EDITIONS Kahoot! is established as a well known brand and is growing organically by word of mouth: “To Play Kahoot! is to Market Kahoot!” Current growth rate of 100% year over year 50K businesses signed up for Kahoot! (Feb 2018) During 2018 new commercial editions targeting the main professional user groups will be launched • Plus - for internal use of Kahoot! for any organization • Pro – premium features for internal and external use of Kahoot! for organizations • Enterprise - for larger companies with a wide use of Kahoot! internal and external Businesses are increasingly converting to commercial editions and per end Q1 2018 over 5,000 seats were on paid subscriptions During Q3-2018, new groups of professional trainers and selected teachers will be able to upgrade to the commercial editions including dedicated edition with “Academic pricing” for K-12 teachers 13
KAHOOT! PLUS, PRO AND ENTERPRISE Paid subscriptions with premium features for commercial use Company branding Shared folders Player identification Mobile challenges Advanced reporting 14
> 25% OF THE FORTUNE 500 ARE ALREADY KAHOOT!’ING Enterprise customers already subscribing to paid subscription for training, presentations, events and team building Sales training, meetings, events, team offsites – in all of these scenarios, Kahoot! connects the audience and keeps everyone engaged. -Leo Silva, LATAM Sales Training Partner, Facebook Why are companies upgrading to commercial editions? Based on feedback of 1,000 sales trainees at Getty Images, a training session with Kahoot! is now rated 4.75-4.8 out of 5. 15 -Greg McLaughlin, VP, Global Sales Operations, Getty Images
COMMERCIAL ROAD MAP 2018 Q1 Q2 Q3 Q4 • Kahoot! Plus and Pro • Increase sign-up • Commercial offerings for • Launch of Kahoot! launched for businesses in Q1 conversion to new groups of Enterprise edition with 5K paying seats as of commercial editions and independent trainers and March 2018 migration campaign to selected teachers existing businesses users including ”Academic pricing” for K-12 teachers Today the average monthly price per seat is $9 - $12, expected to increase to $12 - $15 for new sign-ups during 2018 Target to reach 50K paid seats within Q1 2019 16
FINANCIAL UPDATE 17
FINANCIAL FORECAST 2018-2021 Focus on proven Subscription model 2017 2018 2019 2020 2021 Cashflow positive from operations in Q1 2019 Revenues $0.5M $2.1M $12.4M $32.2M $53.2M Cost $9.6M $11.5M $14M $18.7M $23.9M EBITDA $-9.2M $-9.3M $-1.6M $13.6M $29.3M MUSD Kahoot Revenue split 60 Subscription Revenue 50 Premium Content Channel Revenue 40 30 20 10 - 2018 2019 2020 2021 18
FINANCIAL FORECAST 2018 (SUBSCRIPTIONS) Country split YTD Paid Seats 2018 Monthly Recurring Revenues (MRR) 2018 2018 on paid seats United States 45.8 % Norway 6.8 % Netherlands 4.8 % Canada 4.6 % United Kingdom 4.5 % Australia 3.8 % France 2.3 % Denmark 1.8 % Spain 1.7 % Mexico 1.7 % Sweden 1.5 % Brazil 1.4 % United Arab Emirates 1.2 % Germany 1.1 % Singapore 1.1 % Other (71 Countries) 15.9 % • Free organic traffic is driving the paid subscriptions (exceptional low customer acquisition cost) • Price points today are $9.95 (Kahoot! Plus) and $19.95 (Kahoot! Pro) per user / month (annual billing) • 90% choose up-front annual billing, 10% choose monthly billing ($14.95 Kahoot! Plus per user / month) • Additional price points for Kahoot! Enterprise and “Academic Pricing” for K-12 teachers / month (H2-2018) 19
FINANCIAL FORECAST 2018-2021 (SUBSCRIPTIONS) Paid Seats 2018-2021 Monthly Recurring Revenues (MRR) 2018-2021 • Customers increase number of seats during subscription period, on average increasing the MRR per customer estimated to 10% per year • Customer Churn is estimated to be around 20% per year, adjusted for upgrade total value Churn is then estimated to approx. 10 % per year 20
FINANCIAL FORECAST 2018-2021 (CONTENT) • Premium Content Channel Revenue MUSD Kahoot Revenue split • Content owners /Brands paying to reach out to our 60 community on the Kahoot! Platform Subscription Revenue 50 • Pilot projects (2016-18): Premium Content Channel Revenue • National Geographic 40 • 20th Century Fox • Disney 30 • European Banking • Bill of Rights • News sites 20 • Educational publishers 10 • In 2019/20 the content revenue will also include - subscriptions to host Kahoot! on 3rd party web sites 2018 2019 2020 2021 21
FINANCIAL PROJECTIONS 2018-2021 Financial Projections 2018-2021 All figures in TUSD 2017 2018 2019 2020 2021 Invoiced Subscription Revenue $4 133 $16 804 $33 883 $48 369 • All revenues is based on SaaS on Net change unrecognized revenues -$2 291 -$5 940 -$8 137 -$3 176 the Kahoot! Cloud-based Recognized Subscription Revenues $1 842 $10 864 $25 746 $45 192 platform Premium Content Channel Revenue $300 $1 500 $6 500 $8 000 • Scaling the team from 60 employees to 110 employees in Total Revenue $452 $2 142 $12 364 $32 246 $53 192 2021 (product development and COGS $0 -$45 -$225 -$1 300 -$1 600 sales) Payroll/Consulting -$6 587 -$7 665 -$9 198 -$11 958 -$15 545 Other OPEX -$3 045 -$3 775 -$4 529 -$5 435 -$6 794 • In 2017 all product development Total Operating Expenses -$9 631 -$11 485 -$13 953 -$18 693 -$23 939 resources in London were moved to Oslo EBITDA -$9 179 -$9 342 -$1 589 $13 553 $29 253 • Status as of Q1 2018 (employees) Cash/bank (OB) $4 563 $14 011 $18 362 $40 052 Q1 2018 Fund Raise * $16 500 - - - • Oslo: 50 employees Net change unrecognized revenues $2 291 $5 940 $8 137 $3 176 • London: 3 employees Cash/bank (EB) $14 011 $18 362 $40 052 $72 481 • Austin: 4 employees 22 * Estimated net proceeds from funding round
SHAREHOLDERS AS OF MAY 2018 Shareholder No of Shares Percent Northzone VII LP 778,888 14.8 % Creandum III LP 552,221 10.5 % Board of Directors Datum AS 500,000 9.5 % Microsoft Global Finance (Microsoft Venture) 347,000 6.6 % AS Real-Forvaltning (Eilert Hanoa) 336,736 6.4 % Eilert Hanoa, Chairman KAM Holding AS (CFO, Martin Kværnstuen) 273,951 5.2 % Director Visma SMB Software Unit Versvik Invest AS (CTO, Morten Versvik) 267,729 5.1 % Jamie Brooker 200,743 3.8 % K! Invest AS (Eilert Hanoa) 188,900 3.6 % Tellef Thorleifsson, Board Member Wesmann Hawkins AS 180,743 3.4 % General Partner, Northzone Datum Invest AS 175,000 3.3 % Newbrott AS (CEO, Åsmund Furuseth) 152,600 2.9 % MP Pensjon PK 140,807 2.7 % Fredrik Cassel, Board Member Gamification AS 93,330 1.8 % General Partner, Creandum Bullris Invest AS 86,000 1.6 % Other 1,004,462 19.0 % Total outstanding shares 5,279,110 100.0 % Sindre Østgard, Board Member Representing the founders Employee option pool 401,000 Warrant (Disney) 225,000 Itxaso Del Palacio Aguirre, Board Observer Total no. of shares (Fully diluted no. of Shares) 5,905,110 Investment partner, Microsoft Ventures • The employee options outstanding have a term of four years, vesting at various times up until Q3’20. Strike prices NOK 100 on more than 98% of the pool. • Disney has an outstanding warrant to invest MNOK 22.5 at share price NOK 100. The warrant expires at 31.12.2018. 50% is already vested and 50% will 23 vest if a commercial agreement is reached between Disney and Kahoot!
KEY INVESTMENT Very high BRAND HIGHLIGHTS RECOGNITION and LOVE among 13-18 year-old kids LEADING STRATEGIC POSITION IN K-12 CLASSROOMS Gamified learning and Reaching 50K PAID SEATS formative assessment within March 2019 and positive cash flow from operations in Q1 - 2019 LARGE Estimated +$50 million in revenue in 2021 FAST GROWING and highly engaged Strong position in user base the corporate 100m MAUs training market 24 in 2018
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