Oppdatert kjøpsanbefaling fra SP1M:
Veldig bra initiativ dette av Kahoot. Kan fort vekk bli mange faste kunder på lang sikt!
Bedriftsmarkedet kan fort øke nå på kort sikt, og de er vel ikke omfattet av gratis tilbudet.
Sitter heller i kahoot til 2045 enn å selge på disse nivåene. Ser frem til q1🙂
Kahoot skal sannsynligvis inn i hovedlisten på Oslo Børs til neste år, regner med at det vil hjelpe på kursen hvis det er en del indeksfond som skal kjøpe seg opp…
Det er det ingen garanti for. De fondene er ganske gode til å kjøpe uten å påvirke kursen særlig. Videre er det en tendens til at større eiere ser muligheten til å lette seg hvis volumet går opp.
Stemmer det, det er ingen garanti for høyere kurser i aksjemarkedet, og at store eiere letter seg er helt normalt. Men som Spetalen pleier å si: «The Billionaire always sell too early»…
Legg forøvrig merke til Google søk.
Kahoot er «like populært» som Fortnite og Spotify:
https://trends.google.com/trends/explore?q=Spotify,%2Fg%2F11bytmqj41,%2Fm%2F0k9bc90
Kurs plötsligt
Vg: “alle videregående skoler i Vestfold og Telemark fylkeskommune vil innstille ordinær undervisning i skolelokalene og heller undervise digitalt.”
Denne situasjonen må jo være bort imot optimal for kahoot hva gjelder å øke kundemassen.
Gladnyhet! Her har vi en av grunnene til at Kahoot har vært oversolgt i det siste:
Som lærer i barneskolen vet jeg at det er få ting som skaper et større engasjement enn Kahoot i et klasserom. Elevene elsker det. Appene Dragonbox og Poio har både god faglig kvalitet og underholdningsverdi. Merkevaren Kahoot står sterkt og vil øke betraktelig, tørr jeg forsiktig påstå i disse tider. Hva et selskap er verdt vet jeg lite om, men jeg skal iallefall holde på mine «få» Kahoot-aksjer, selv med et høyere snitt enn dagens nivå
Det er ingen tvil om at Kahoot skaper engasjement både hos unge og gamle. Det jeg sliter med å forstå er hvorfor jeg skal kjøpe Kahoot framfor et gamingselskap som Embracer eller Stillfront. Kahoot har vel mcap på rundt 6 milliarder mens f.eks Stillfront er på ca 9.5 . Stillfront omsatte i 2019 for 1967 MSEK og hadde “net result” på 341 MSEK.
Jeg er jo litt oppe i årene så er nok derfor jeg ikke ser hvorfor Kahoot er noe jeg bør eie istedenfor diverse gamingselskap. Noen som kan hjelpe meg til å forstå ?
Hvilke vekstimpulser har Stillfront de neste 5 årene?
Fra Q4 rapporten :
Proforma invoiced revenue full year 2019 including acquired units reached $15.2m
The company currently expects invoice growth rate in 2020 of 100-150% growth from proforma 2019 level, with positive cash flow from operations
DVS, at Kahoot forventer revenue for 2020 på nivå med 2019 resultatet til SF ?
Kjenner ikke godt til Embracer eller Stillfront, men dette er vel innenfor gaming/videospill som ren underholdning. Kahoot er en spillbasert læringsplattform, der kunnskap og underholdning kombineres. De to du nevner er ikke direkte konkurrenter til Kahoot
Jeg er klar over at de ikke er direkte konkurrenter men jeg nevnte embracer/stillfront siden de også er i bransjer som vokser mye. Jeg klarer bare ikke å se hvorfor Kahoot skal være et bra kjøp på disse nivåene når man ser på resultat for 2019 og guidet vekst for 2020.
Potensialet for vekst er enormt om man ser på brukermassen (antall spillere og bidragsytere). Prisingen baserer seg på at det vil være konvertering av ikke betalende brukere til betalende brukere på sikt. Hvorvidt de lykkes med dette gjenstår å se. I tillegg har de sterke aktører i ryggen (bla Disney og Microsoft) samt et relativt lavt kostnadsnivå.
Guidingen på 100-150% vekst anser jeg mer eller mindre som proforma. Jeg tror vekst i brukeremassen fortsatt er 1. Pri. Ser man eks på fremstøtet de har gjort med gratis tilgang for skoler som er stengt ned pga Corona, ser man hvor prioriteringen ligger.
Det er også mulig å benytte plattformen Kahoot til annonsering og reklame, ikke så ulikt Facebook/Twitter/Instagram. Med over 1,2Milliarder unike spillere/brukere kan det bli mye cash fremover…
Kahoot! Sjefen har solgt Visma aksjene sine:
07:23 Skjul Kahoot! AS trading update Q1 2020
IKKE-INFORMASJONSPLIKTIGE PRESSEMELDINGER
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. Please find enclosed the Q1 2020 trading update report and presentation. An update from the CEO of Kahoot!, Eilert Hanoa: First Quarter 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. Highlights Q1 2020 o The user growth on the Kahoot! platform continued in the last 12 months, reaching 1.3bn participating players (23% YoY growth), 218m games played (19% growth YoY) hosted by 16.8m active accounts (25% YoY growth). o Kahoot! launched several new features and editions for all three main segments (at Work, at School and at Home), contributing to the growth of both free and paid users in the quarter. The main focus has been delivering an improved experience when using Kahoot! with video conferencing tools and for teachers giving student assessments. o The Kahoot! Group (including acquired units): invoiced revenue for Q1 2020 was $6.4 million, compared to $2.0m in Q1 2019 as reported (220% YoY growth). The quarter-over-quarter growth for Kahoot! was 21% in Q1 2020 (vs Q4 2019). o Organic growth in Kahoot! (excl. acquired units): Invoiced revenue of $6.0m in Q1 2020, compared to $2.0m in Q1 2019 (200% growth). o The Kahoot! Group customer base ARR (Annual Recurring Revenue) as of 31.03.2020 reached $18m, corresponding to MRR (Monthly recurring revenue) of $1.5m whereof $1.4m from Kahoot! subscriptions and MRR $0.1m from DragonBox School. o The Kahoot! Group reached 202K paying users in Q1 2020, whereof 184K from Kahoot! (compared to 152K end of Q4 2019) with 93K in the Business segment and 91K in the School segment. In addition, DragonBox School reached 18K paid seats for the 2019/2020 school year. o The Kahoot! Group had a positive cash flow from operations of approx. $0.7m in Q1, compared to $1.1m in Q4 2019. Cash and cash equivalents as of 31.03.2020 were NOK 357m ($34m) and no interest-bearing debt. o The Kahoot! Group has taken several operational actions to address the COVID-19 situation with the new remote reality and to secure the well-being of its employees. Main actions include stringent cost focus, no business travel or physical meetings and reprioritizing of plans and roles where needed. 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: eilerth@kahoot.com Ken Østreng, CFO Phone: +47 911 51 686 Email: keno@kahoot.com 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 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!