Hi everyone, welcome to Kahoot!'s Virtual Investor Day. I'm Amanda Taselaar from Kahoot!, and I will be your host today. We want to thank you for taking the time to be with us, as we are excited to give you updates on our progress here at Kahoot!. We will start by giving you an introduction of our business strategy and our future plans. Then we will proceed by introducing the Kahoot! platform, the various business areas, the various business areas in addition to Clever, followed by commercialization and financials. At the end of our presentations, we will have a Q&A session, so please feel free to share your questions as we move through in the Ask a Question tab on the right-hand side of your screen. Also, the slides for this presentation and the recording will be made available to you. Today we have with us here Eilert Hanoa, CEO, Ken Østreng, CFO, Jostein Håvaldsrud, Group CTO, Agnete Pedersen, VP of Kahoot! Academy, James Micklethwait, VP of Kahoot! at Work, Sean D'Arcy, VP of Kahoot! at School and Home, Craig Narveson, Director of Strategic Partnerships, and Trish Sparks, CEO of Clever. I will now pass it off to our CEO, Eilert, to get us started. Off to you, Eilert. Thank you, Amanda, and welcome everyone today, and thank you very much for attending this event. We have been looking forward to today's presentation, and what we're going to do today is to look at the longer-term ambitions and plans of the company, provide more visibility, and also share more insights with you. I'm very pleased to have with me passionate colleagues in the Kahoot! Group leadership team who will walk you through how we think about a very exciting future. Today's presentation will cover what has become the Kahoot! universe as of 2022, expanded significantly over the last couple of years. We will, of course, talk through the Kahoot! engagement and learning platform, the core of it all, and as Amanda mentioned, we will present our plans for the different business areas, as well as our technology, strategy, and financial framework. We are also pleased to brief you further on Clever, which inside the Kahoot! universe is a platform on its own with a huge potential. And needless to say, we will also touch upon the wider suite of learning solutions in the Kahoot! Group that we today offer. Kahoot! is genuinely a highly purpose-driven company. We, by making learning awesome, want to help the world to be a better place by ensuring inclusive and equitable quality education and making education and learning accessible around the world. And we have been coming a long way in this journey. Our purpose is our guiding star, both internally within our global team, but as well as externally, whether it's building new products or features or working together with our partners and NGOs across the world. Driven by our values and our purpose, we are on a mission to improve lifelong learning by building the leading learning and engagement platform in the world. The Kahoot! Group has never been stronger than it is right now. A few weeks ago, we presented our first quarter numbers, which again underscore some of the inherent strongholds of the Kahoot! business: our massive reach with approximately 2 billion participating players just last 12 months; the steady growth of new paying subscriptions with now just below 1.2 million and also increased conversion to paid, and of course, talking to the gradual long-term commercialization of the platform; the scalability of our business model with relatively low costs for each new unit of revenue coming our way, which of course helped us again to increase profitability over time; and now we're proven through the 10 consecutive quarters of positive cash flow for operations. This really comes to life and shows the elements in our strategy that we're also going to talk more about today. In looking at Kahoot!, one has to understand the origin of the company and where we come from. In essence, we have an early phase where the company was founded with its foothold and established to service the market with a simple quiz that was easy to use and a casual tool for everyone. That was essentially a multiple choice quiz, which became instantly massively popular and still is, and then from 2018, we kicked off with our first commercial offering that was basically the commercial transition of the company with our first paid editions for different segments, teachers first, then professionals, and of course for home use eventually, and this really expanded our scope. Including in this phase, we developed more features, more offerings, and we also extended to the first additions for the enterprise kind of companies and for use across organizations. And the last couple of years, we've been completing both strategic acquisitions to build out our learning platform with the wider offerings from acquisitions, in addition to, of course, continue to invest in organic growth through products to better services and more value. That, of course, is a fantastic foundation for us as we're now commencing on a journey with a much more scale, with a broader set of features and functionality and services, and deeper value for our users in our offerings, both for learning engagement and with that, more significant footprint among professional users in the corporate market, a more synergetic platform including Clever for schools and educational institutions, and also further step up in our commercial and financial game. In essence, we're going from zero revenue in the beginning of 2018 to $6.5 million in the first quarter of 2020, and now over $34 million in the first quarter of 2022. And we are now getting properly started with our commercial scaling, and as you will see today, we have a solid plan for the next coming years that we believe will take us to the ambition of $500 million in invoiced revenue in 2025 and beyond in the long term. It's also easy to forget that Kahoot! has in a few years conquered a very prominent position in the global marketplace. We have users across the world in over 200 countries and regions, with, as mentioned, over 2 billion participating players last 12 months. In addition to that, we have now started the journey of localizing our service for several regions and languages, now reaching 15 languages, and the last additions being Arabic, Simplified Chinese, and Traditional Chinese in addition to Ukrainian. We have a commitment to continuously localize the services and make sure that as many as possible are able to use Kahoot!. This effort pays off well, as you can see, both with the example of the Spanish launch and the Japanese launch. That truly shows that not only is the product and services becoming more available, but it instantly makes a difference, especially for the presenters, in this case teachers, or the learners, including students around the world. Essentially, Kahoot! operates across some very large categories, and we are currently only scratching the surface of these. For these, there are many impactful macro drivers that are giving us long-term tailwind in different ways. Fundamentally, there is a need for education, for upskilling and reskilling. The world continues to move fast, and for everyone, it's more important than ever before, whether you're an employee, a student, or in some other capacity, to apply these essentially lifelong learning techniques and having the tools available. Digital adoption and application of digital tools continues to increase and was only cemented further through the pandemic. And in the war for talent for companies and to provide the best possible value for their staff, company culture and employee engagement is on the rise, particularly now as organizations contend with the realities of the hybrid workforce and spikes in staff turnover. And finally, the growing global creator economy continues to evolve, seeking new platforms and tools that can engage audiences and monetize content. All in all, we see a very significant market across different segments and believe that we are well positioned in the intersection between large TAMs and that we really can take advantage of this in the coming quarters and years. In considering our growth levers going forward, I believe we have several ways to continue a significant and multiple market growth trajectory. Particularly important is to recognize that Kahoot!, unlike many others, are not primarily dependent on external sources for growth like paid marketing. The most important growth lever in the Kahoot! story is the product itself, the Kahoot! service, which its users experience with its user experience and engagement create the basis for monetization. Secondly, our world-leading Kahoot! brand, which is globally known and respected across the audiences. And thirdly, our quite unique scalable platform with hundreds of millions of users situated inside an ecosystem of global partner brands and user and partner-generated content. And this platform is the basis for our profitable growth engine, which again constitutes a basis for investments in R&D and better product and user experience in the new growth initiatives that we are constantly launching. And of course, none of this would be possible without our great Kahoot! crew. We have a passionate team both here in Europe and the U.S., which has become even stronger through the acquisition we've done, which has given us more scale and capacity and experience to power ahead. Kahoot! is a fundamentally versatile platform solution used in classrooms around the world. And with over nine million teachers just the last 12 months and hundreds of millions of students, it's really showing the scale and the consistency in usage across all these different user groups on the platform. It's used in a variety of settings, everything from onboarding sessions in a Fortune 500 company or to a company event for a startup on the other side of the globe. In social and private settings, it's in education and in business, it's used for all kinds of services, but the most important is creating engagement, sharing knowledge, and really making sure the awareness of the audience is taken care of. The platform and the product is essentially the same, and the DNA is the great engagement applied from kindergarten and up to the Wall Street CEO office. The signature experience is what we really stay true to and will continue to base our product development from. The gamified learning design is effective for both audience engagement and learning purpose. Going forward, important priorities for the Kahoot! platform will be developed broader functionality for even richer engagement and learning experience and more use cases in the organizations, with the same easy-to-recognize user interface, self-service principle, and usable in the hybrid world where users are both physically present and remote, and as you all know, a strong brand allows you to build relationships with your audience, which can eventually turn them into loyal customers and, of course, a huge group of users in organizations. The Kahoot! brand is well recognized as a massive exposure to the 7 billion non-unique participants since we launched the service initially in 2013. The New York Times even called it a pop culture phenomenon, which really shows how this becomes not just a product, but the product to create engagement. Our promise is to always offer a free Kahoot! solution for teachers, for students, and for individuals at home. H as been so important to both drive the momentum around Kahoot!, but also reach and scale, but also to build our strong reputation. Many brands are in some ways in contact with consumers or business audiences. We believe that one of the most important attributes of the Kahoot! brand, however, is the meaningful exposure and interaction for each iteration that you have with Kahoot!, which, unlike a quick banner ad or similar, both goes on for some time and is centered around an active cognitive experience. It has a different stickiness to it, and it's much more emotional than a passive exposure. We're very proud of our brand here at Kahoot!, and we believe it's a strong basis for our further growth opportunities and strategy, both to enter new adjacent market segments as well as having done from we have done from home and school to enterprise and from quiz to the learning platform to wider audience engagement services. Across the Group, we are also lucky to have a number of strong brands, including Drops for language learning with millions of users, award-winning DragonBox learning math assets and apps, the Actimo and Motimate enterprise engagement tools for employees, and not the least, the Clever learning platform, which has enormous reach and relevance and exposure in the U.S. school market, which we'll hear more about la ter today. In building the Kahoot! platform, it has been a priority for us to grow the ecosystem of users, partners, and content on the platform through steadily better functionality and offerings. As of today, that means around 30 million users of active accounts last 12 months that have been active both on hosting, creating, and consuming the platform with over 300 million sessions. There are more than 100 million Kahoots available on the platform made by our users and partners, including teachers, with all of them free available for all users. And the inherent value of the platform commercially lies in the many avenues we have now for monetization of this ecosystem in the future. Essentially, the Kahoot! platform is synergetic and viral in the sense that free users use the platform, spread the word, and others pick up the solution, perhaps in another department at work or in a different school or different class with a teacher showing the students to, which again shows at home, and someone then starts to use it in another context. And this, of course, this energy between the users generating promoters leading to paid upgrades and more functionality, great feedback to us that we can build new services and improve our offerings from, and of course, broadening the use cases, which again spirals on other users. And in the last year or so, we have dialed down more of the paid side of the equation and will continue to do so, but in balance with the value and synergies of the free users. We will invest in better solutions which can apply the product even broader inside companies in teaching context and for audience engagement, and of course, as we continue to offer free forever and provide new premium plans for all segments, this is really meaningful for us. We have good progress in integrating acquired technology for this purpose, both when it comes to the features, the experience, and of course the products, as well as using the joint sales resources of the Group to optimize inbound sales opportunities among professional users, and we will start the journey on using the same math platform and ecosystem to monetize the content in the creator economy through launching the marketplace. The commercial potential of Kahoot! is large and multifaceted. What we play around with is a combination of more sales in each category to new subscribers and ability to have higher price points and better premium plans where it makes sense. We can definitely continue to upgrade existing users with improved value propositions, better features, better plans, richer plans for all kinds of use cases. There are different themes for our improved conversion, and the most important for us, of course, is as always that the product itself is what really enables and also unlocks the user cases for all our users. And also, as Ken will refer to in his presentation, we have some very healthy development on this, especially in the professional segment, which is our main focus going forward. There are new monetization opportunities with partners, not only on the marketplace side, but also the opportunity we have where we are building software together with content on our platform and help us and them to create new value propositions and business models. All in all, we see a considerable headroom for further growth in the categories that are core to the Kahoot! today. The leadership team and everyone in Kahoot! Group will come back to join in and build this, as you will see presented out today in each of the different business areas. Our business model is compounding to the sense that the value is the combination of the sales sustaining recurring revenue, which since 2019 has increased with over 119%, with the great growth we had through acquisitions and organic growth, of the low acquisition cost to take on new subscriptions, of the gradually lower costs and operating costs behind each additional increment of the top line growth, and the light footprint of capital investment needed, not having to do substantial CapEx, but making sure that we can provide enough resources to consistent and solid investment in product and R&D to support this operating model as well. In totality, this gives us sustainable, strong cash flow for operations, which is long term, and we now have over 10 consecutive quarters behind us with this from our operations, which also helps us build a foundation to have our cash conversion around 30% going forward, and we will continue to maintain cost discipline, of course, as every business will do these days, and we will continue to focus on the growth of the top line and making sure that we can use the synergies from all the parts of the groups and continue to invest that into the business. We are very excited about our long-term plans and strategies and what we aspire to achieve as a company in the Kahoot! Group. Recently, we announced our ambitions for 2025, three years out. We basically said we stay committed to the ambition as we believe that we can activate a number of different initiatives across our platform, which can really help us to build more business, more solid business, and more scalable business in the future. In perspective of two to three years and more, we are confident that we will see strong growth and strong cash conversion from operations. Across our five business areas and three main revenue segments, we have a strong mission and a good plan to succeed. There will always be some uncertainty around exact split of revenue several years in the future, but for us, the most important is that we have several ways and several elements and building blocks to reach our goals commercially and financially with a long-term plan. We have a strong position in the largest markets. We have several different tracks in each of our main segments. We have a highly cash-generating business, and we have the scalability that will continue to help us and hopefully shine even stronger in the coming quarters and years. And importantly, we have a clear visibility to the growth path in all our different business areas. I would like to end the initial presentation here with reiterating our key priorities for this year. So in addition to the high level and the long-term strategy, we also have outlined a very clear goal for 2022, including our ambition to reach invoice revenue of $190 million and also operational cash flow or free cash flow for operations of approximately $55 million. In addition to being committed to this, we also have some very clear priorities on what we want to build because it's all about making sure that we are doing the right investments, the right priorities, not only for 2022, but also for the years to come. And that means that we will continue to work on both the commercial side of the business and balance that through the offerings on free to pay, continue to improve the products and innovate more value add with more focus on professional users, take more synergies from our acquisitions and amplify our enterprise offering as well as joint initiatives with Clever for the very important back-to-school season this year and of course for 2023, and scale up our marketplace launch also in conjunction with the back-to-school season and through every quarter going forward with great new features, great partners, and great commercial opportunities that we'll also hear more about later today. So with that, I would like to conclude this introduction and overview and hand it over back to Amanda. Thank you so much, Eilert, for telling us about the market opportunity, the value that Kahoot! brings, and the strategic growth levers. So I am now going to pass it off to our CFO, Ken. Over to you, Ken. Thanks, Amanda, and good afternoon, everyone. My name is Ken Østreng, CFO of Kahoot!, and I do want to thank you for joining us today to learn more about our business, our products, and technology, and I'm very pleased to take you through our financial section today. I will focus on the continued scalable growth, expanding profitability, and cash flow generation following the first phase of our commercial journey. Kahoot! started its commercial journey in 2018, a bit more than three years ago, and by the end of 2018, we had north of 40,000 paid subscriptions. During the following three years, we have increased paid subscriptions to more than 1.1 million, both through strong organic growth and through acquisitions. Now we have more than 500,000 at Work paid subscriptions and more than 400,000 at School and more than 250,000 paid at Home & Study subscriptions. And the growth in paid subscriptions translates into the global invoiced revenue growth we've achieved since the commercial launch. We have paying clients in more than 150 countries and revenue growth in all regions. Moving on to the transformation of the financial development since the commercial launch and the first phase of our commercial journey. On the previous slide, we talked about the invoiced revenue growth, and we have with the revenue growth had strong adjusted cash flow from operations driven by the recurring prepaid annual subscriptions and, of course, the scalable operating model. As you can see, the profitability development follows, and as we're recognizing revenue from the annual prepaid subscriptions, and the beauty with the Kahoot! business model is that we're billing our clients upfront annually, meaning that we collect cash before we can recognize the revenue. The financial numbers include acquired companies from acquisition date, and for comparison, I just want to mention that the pro forma invoiced revenue growth for 2021 for the entire Group was 48%. Our business model is based on prepaid annual subscriptions, as I said, with some billing variations between the quarters, and that's driven by existing renewals and the buying pattern for back-to-school seasons and other business seasonality. We see continued quarter-on-quarter recognized revenue growth deriving out of the prepaid annual subscription model, so there will be seasonality variations in terms of billings, but the underlying recognized revenue will continue to increase quarter-on-quarter. Following the commercial launch, conversion of free users to paid subscribers is, of course, a key driver in the commercial transformation. Kahoot! has over the past three years doubled the number of active accounts on the core Kahoot! platform within the professional user base, which is defined as users within the work and school category. Over the same period, the ratio of active accounts and paid subscriptions has quadrupled, showcasing the willingness to pay for the Kahoot! offerings. So I want to talk through the key elements in our financial compounding model, enabling our growing annual cash generation. And our growing recurring revenue derives out of the prepaid annual subscription model. We have low customer acquisition costs driven by conversion of existing free users on the platform to paid subscribers and marginal cost for following premium upgrades. We have a scalable Kahoot! platform supporting all customer categories globally, and we're carrying the same infrastructure cost for both free and paid users on the platform. Conversion from a free to a paid user doesn't trigger any incremental infrastructure costs. We have a capital-light business model with minimal CapEx expenses required to support the operational model. R&D cost is expensed for continuously developing the platform and offerings and included in our operational cost base. These are all enablers for our growing annual increasing cash generation. Out of the described financial compounding model, we have a proven scalable operating model in Kahoot!. Gross margin improvement is driven by volume scale and marginal third-party sales and distribution costs. Operating model leverage enables continued revenue increase development measured by revenue per full-time employee equivalent, and all underlying cost drivers are reduced in percentage of revenue. This is proven. That is a natural step into what our proven scalable operating model looks like long term. We expect continued gross margin improvement. We have low customer acquisition costs due to the viral distribution for individuals and in organizations. We see that employee benefit expenses, including the approximately 50% of the team we have in product and development and other operating expenses, continue to decrease in percentage of revenue. This is all translating into an adjusted EBITDA margin converging towards 40%. Coming out of our continued growth, we have a $500 million invoiced revenue ambition in 2025, and that's deriving out of Kahoot! subscriptions with a broad offering for the entire workforce, educators, and students at school and at home. It's about continued growth in paid subscriptions across all user categories with increased output driven by enhanced features and premium subscription plans. We have Clever. We'll learn more about Clever later in today's presentations. It's about growing the network, adding more schools and districts, adding more apps and contents, and increased usage for current schools. It's about introducing new paid offerings for schools and school districts, and of course, the opportunity within international expansion, and within marketplace, it's about making premium content available for purchase to all, enabling creators in joining the global creator economy and building and scaling a leading marketplace for learning resources. On top of that, it's about expanding B2B opportunities, including partnerships across all business areas. The continued growth to $500 million in 2025 implies a 30% compounded annual growth rate from our 2022 outlook, and in addition, a marketplace revenue ambition of approximately $100 million. I'll touch upon some of the drivers that will be further covered in the coming presentations, but within Work, it's about enhanced product offerings driving conversion to premium subscriptions. It's about enterprise-led account expansion and, of course, a sound commercial pricing development. Within School, it's continued conversion of free users to paid subscribers and paid to premium both within K-12 and higher education. It's about large teacher bases driving upgrades to Kahoot! EDU and expansion opportunities with premium features and student licenses. In Clever, as Trish will talk more about later on, it's about growing the current app usage and number of users, introducing add-on products to Clever districts, and of course, going with the trusted application partners with global footprints into the international expansion route. For Home & Study, we will see continued conversion from single app sales to subscriptions and from free users to paid subscribers, including further conversion to professional users, and we touched up on the marketplace sales with content subscriptions, partner licenses, and publishers. So our capital allocation framework, I'll spend some few seconds on that, but it's important and it's centered around some key principles. It's about a balance sheet optimization and liquidity, securing a really solid financial position for all stakeholders in Kahoot!. It's about having a prudent approach to fund growth, focusing investments into talent and product innovation to secure competitiveness and continued long-term profitable growth. It's about minimal CapEx required to support the operational model. And of course, a disciplined approach to M&A. It's important to highlight that the financial ambitions outlined, they do not depend on any material acquisitions in the period. So we have, over the past few years, acquired building blocks for our Kahoot! platform by teaming up with reading, math, and language learning apps, Poio, DragonBox, and Drops, and adjacent to the whiteboard tools for schools and the employee engagement solutions through Actimo and Motimate. In addition, we have the transformational acquisition of Clever, which you'll learn more about in the presentation from Trish. We're very happy that we joined forces with these great teams to make learning even more awesome together. Let's have a brief reminder of the full year 2022 outlook. We reiterate the ambition to exceed $190 million in invoice revenue for 2022 with recognized revenue exceeding $155 million and adjusted cash flow from operations of approximately 35% of recognized revenue. We remain committed to these full year targets, and we do this based on normal seasonality between the quarters that we've seen the last year, now also including Clever, of course, with the main driver being the back-to-school season for Kahoot! and for Clever in the second half of the year. Circling back to our long-term ambition. And again, it's to exceed $500 million in invoiced revenue in 2025 with an operational cost base over the period expected to converge to approximately 60% of invoiced revenue, which indicates approximately 40% cash conversion of invoiced revenue in 2025. And again, the financial ambitions outlined, they do not depend on any material acquisitions in the period. So let me wrap up this with a quick summary of what you've heard. It's about scalable continued growth with a 30% CAGR plus a marketplace ambition or a 40% CAGR through 2025, including the $100 million marketplace ambition. It's about expanding the profitability with an adjusted EBITDA margin converging to 40% and an annually growing adjusted cash flow from operations, which will exceed adjusted EBITDA due to the nature of our business model, where we have annual prepaid subscriptions where we're collecting cash faster than we can recognize revenue. This happens together with a very limited CapEx required to support the operating model. By that, I'll hand over back to Amanda. Thank you, Ken, for giving us an update on the Kahoot! Group financials and financial targets, as well as the scalability of the platform. Now I will pass it on to our Chief Technology Officer, Jostein, who will talk about the Kahoot! platform. Over to you, Jostein. Thank you, Amanda. Hi, yes, I'm responsible for the tech and engineering in the Kahoot! Group, and this includes then the people, processes, et cetera, needed to deliver all these fantastic products you just heard about. Kahoot! has actually made a rich portfolio of products during the last years, starting off here with the math learning from DragonBox. Then it's about reading learning by Poio. It's about language learning from Drops. It's about digital whiteboarding and, not least, communication, student to teacher, by Whiteboard. It's about employee communication and engagement app by Actimo. It's about corporate learning by Motimate. It's about school rostering, edtech app enabling, and single sign-on, et cetera, from Clever. And of course, not least, the Kahoot! product itself. And all these products have a common purpose of driving learning and engagement of people. And to continuously make these products better, serving our customers' needs even better, and expanding those needs covered, we have approximately 250 people in the Group working in engineering and different product functions. And in the next few minutes, I'll share how we work and how we do the work to maximize the opportunity of this product portfolio. First of all, I want to share some about the tech principles to achieve high quality and productivity of the engineering group, and then into the innovations that we have done to support our mission and vision, including what we have done, and currently what we're working on. And then I would like to dive into how these innovations are resulting in growth of the company, just like you heard from Ken, that we believe that we have high ambitions to grow, and we believe they could fulfill those ambitions by organic growth. And that's what I'm going to dive into to share with you what we're doing there. And at the end, how we are then scaling technically to make sure this works very well. So these principles, to release the value of having a portfolio of products like we have, we have to establish some set of principles to make sure we deliver high quality of the products, make sure we're really focusing on serving our customers' needs, and also enable the commercialization where we want to. So all the products of Kahoot! have in common a fantastic user experience. They're all leading in delivering a user interface with minimum need of assistance and supporting our values when it comes to playfulness, curiosity, and inclusion. And as a product-led company, we are focusing heavily on these on the product innovations. There I have to share with you that the purpose of the innovations is to serve the needs of our customers in a way that leads to growth in usage, positive word of mouth, self-service upgrades to more valuable products and higher prices, and the opportunity of doing top-down sales. The decisions about how we do these innovations and how we improve the user experience all the time, that's driven by data analytics, where we currently are monitoring more than 900 sensors in our products when it comes to usage and behavior. This data that we're collecting is being democratized internally through a self-service platform used by a lot of our employees in their daily work to make the right decisions. Then we're utilizing all the different strengths of the products in the portfolio by, for example, embedding successful parts of other products into what we are delivering, named Kahoot! Courses. We're also enabling new commercial models on the existing functionality. Last ones, when it comes to scalability and quality, those things are achieved by extreme automation of the operations combined with the hyperscalers where we're running our software. These then resulting in, for example, that the main Kahoot! service is being managed by a comparably extremely small DevOps team, making the service available 24 hours every day, all year round. Most of our products, they're released and updated on a daily basis to make sure we have a very short feedback loop, to make sure we follow up on the feedback from customers and new insights extremely quickly. So when we see something that is not working that well, when it comes to performance or something like that, we can fix that before it actually hits a lot of customers. Now I'm thrilled to dive into the innovations that we actually have done and what we're currently working on and how that's been fueled by M&A in the last years and also how it's resulting in growth. So as already Eilert mentioned, we've been on a journey to expand the value proposition for customers. We've gradually, since 2018, when we had these fantastic engaging quests, and then we turned it into more game-based learning, and then we continued with interactive presentations, and then we did turn it into a platform for learning applications, and now it's about corporate learning, employee engagement, and creator economy. And this picture here does not cover all the products we have and all the capabilities of features, but the two biggest ones in terms of revenue. So on the text that's coming up here now, you can see the blue ones, that's about what we have acquired of capabilities. And the black ones, the black text and the logos, that's what we've been building organically internally as part of the Kahoot! Group. And here you can see that Kahoot! has ramped up the capacity with employee development to make the platform powerful, supporting engagement, learning, communication for our customers. And it has then resulted in gradually delivering more and more functionality every year. For example, so far this year, 2022, we have more or less released as much as we did last year. And I wish I could dive into all the details here. I'm sorry for having a small font, but it's so much cool happening. I just have to highlight a few stories. First, I want to talk about Kahoot! Courses. To make Kahoot! Courses a strong tool for our educators, we are and will be bringing product elements and patterns and competency from DragonBox, Poio, Whiteboard, Drops, Motimate, and Actimo to the Kahoot! platform. Marketplace and Academy will be presented later on today by Agnete, but I want to spend some time on talking about the product involvement because it's really representative for how we are working when it comes to continuous improvements. Marketplace, that's actually started with Kahoot! Discovery back in the days. Approximately two years ago, we launched Kahoot! Academy. Approximately a year ago, we launched the first pieces of being Kahoot! courses today. Then five months back, we released Access Pass, where you can actually buy some of the courses and Kahoots. And then it's Marketplace this summer. And then a combination of Kahoot! Courses and Marketplace has been one of the most important investments the last years. Later on today, Trish will present Clever, but I also would like to highlight a few product elements related to Clever because Clever really ramped up how to build new products on top of the core Clever. And that is to deliver more value to schools and districts. And again, that opens up new revenue channels. And for the first time, Clever is actually selling to schools and districts directly. Another cool story that's about Kahoot! Kids, which is tailored for younger learners. Any of you having colleagues' kids about the age of four or five being able to read or want to read, then you should start and give them Kahoot! Kids. You're not alone then, or the kids are not alone because during the last few months, we've grown from zero people back in the fall to 460k now in May using Kahoot! Kids. This is about sessions using it. Another cool story that's about our localization. Eilert mentioned earlier today a lot of languages and translations of the Kahoot! product and our services. We do this because we really want to make sure that people who are not fluent in English or perfect in or commanding the language, that they also should be able to have access to the product and also the content. There's a lot of content and products available in a lot of languages. Since 2020, we have now launched 14 additional languages being now available in 15 languages across all the different continents. For example, in Germany, we experienced a significant increase in usage or significantly above average, I would say, when it comes to Kahoot!. The usage grew by 109% in the six months after localization compared to the year before. Now I talk about a lot of new things around the Kahoot! core service. It's also important for us to make sure that we're improving the Kahoot! core service. One functionality there has recently been released is about how to brand and theme the Kahoot!. As a company, you can now put on your logo, you can make sure the background colors, et cetera, just like your company and your profile. And in the last 60 days, about 12% of all new Kahoots created are using this capability. And that's a really quick ramp-up on usage of new functionality. And with all these new changes, it could be harder to keep quality. But at the same time, we've done all of these things. We have to date achieved 99.99% availability of the Kahoot! platform. And actually, a lot of the small, smaller detailed services of the product have been available 100% during that timeframe. So now I'll share some of what we've been working on and also what we're working on. But I also think it's important to understand that when we make these new capabilities available on the platform, it doesn't mean that they're commercial success immediately. And it depends on the feature, the segment, and other factors how to get to the desired market fit. On the next slide, I'll show a little bit about how this process works out, so for example, Kahoot! branding, I think that's a great example. As I mentioned, we just released it in an early access phase, and that was after we had already been using it internally for some period, and for this feature, it's free now in the early access phase, and then later on, as an upgrade to a bigger package or as a paid addition in the commercialization phase, and as you can see, that is starting a little bit ahead of us, and the same goes then for Kahoot! Courses as a bigger set of functionality, still in an early access phase. These back-to-school, new products, new opportunities for buying it and making it part of our commercial planning. Another element I didn't dive into on the previous slide, that's about how we are bringing Motimate and Actimo on the Kahoot! platform. And we're taking the best components of those products to deliver corporate learning on the Kahoot! platform, combined with also employee engagement. And we do this to enable these capabilities in a viral sales process and to scale it beyond the current commercial models and delivery models of Actimo and Motimate. And of course, we also want to combine the strengths of the live Kahoot! with these more self-paced capabilities of Actimo and Motimate. Further on, there are similar elements when it comes to maturity for other functionalities. But later on today, you will hear about Clever and Academy. So I don't want to dive into those here now. But as you can see, based on these platform principles and technical planning that we've done, we're gradually bringing our products together. And on the next slide is a holistic overview of our technical platform strategy to achieve one platform with shared commercial opportunities. So we believe in this one integrated tech platform serving all user groups to deliver on our vision and to commercialize the relevant elements of the platform. There will be some segment-specific needs and code and so on when it comes to schools. For example, when it comes to the rostering, the app distribution, and for the larger businesses, it comes to customizations, it comes to integrations and user management. But still, we believe in one platform. And the acquired product teams will bring code, patterns, capacity, knowledge, et cetera, to enable these different capabilities on our shared platform. This platform is based on managed standard cloud services like AWS, Google Cloud, Azure, et cetera. And it utilizes edge technology for scaling availability. It uses smart algorithms to deliver engaging functionality and state-of-the-art tools and technologies to enable engineers to focus on what they're best on. That's about increasing the customer value and doing innovations. So to sum it up, I would like to highlight some of the figures of each of the different elements I've just covered with you. And that's first about the principles. We have a large group of people who are working all the time to make new innovations for our customers. And an important part of this is that we have approximately 30+ game designers, product designers, interaction designers, graphical designers, et cetera, making sure that we're really delivering on making a fantastic user experience. Then you already see that we have a lot of innovations in the making who's not fully out in the market yet, or at least not with a fully commercial utilization. We are able to upgrade customers to paid subscriptions. We have a huge increase in usage and subscriptions during the last year, as Ken showed you. At the same time, we've been able to reduce the cost on our core platform per paid account with 46% since between 2019 and 2021. And at that, still 95% of our users are on the biggest product are not paying. All these things we did while delivering a very high availability, so what I talk about now, that's across all the different segments and all the target audiences of at Work, at School, Clever, at Home, and Academy. Next sessions, that will be about more details of each of them. So Amanda, here we are. Thank you, Jostein, for walking us through the Kahoot! platform, its possibilities for scaling, and the roadmap moving forward. It's all very exciting. Now we will have a two-minute break before we move on with our presentation for Kahoot! at Work. Hello again. Thank you to those of you who have shared your questions with us. We will have a Q&A session at the end of the presentations, so please feel free to continue to share your questions in the Ask a Question tab on the right-hand side of your screen. Also, the slides and the recording of this presentation will be shared with you. Now, let's hear from James, our VP of Kahoot! at Work. Passing it off to you, James. Thank you very much, Amanda. And hello, everyone. My name is James Micklethwait, and I'm VP of Kahoot! at Work. Very excited to be here with you all today to share with you some more details about Kahoot! at Work. And before we jump in, I just wanted to reiterate a couple of significant milestones that we've passed recently in the Kahoot! at Work team that have been mentioned previously. So first of all, from an engagement point of view, Kahoot! at Work passed 50 million participants. That means 50 million people have pinned into a session hosted by a Kahoot! at Work account in the last 12 months. Fantastic engagement and significant growth, up 50% compared to the previous year. Then on the commercial side, Ken mentioned we've passed over 500,000 paid subscriptions for Kahoot! at Work. So it's exciting times for Kahoot! at Work. Let's jump in. I'd like to cover four things in my presentation today. Firstly, I want to just talk you through the broad Kahoot! at Work offering, which Jostein started to touch on in the previous presentation. Next, I want to pick up on a theme that Eilert raised about the importance of product innovation and really bring to life in the Work segment how exactly that's unlocking high-value use cases in the Work segment. Next, I want to cover the proven go-to-market model for Kahoot! at Work, which we think is quite unusual and in fact is working very effectively. And then finally, I'll wrap up by just touching on the major themes and significant priorities in the coming years. So first of all, Kahoot! at Work in a slide, a very quick overview. 97% of the Fortune 500 are Kahooting. That means they're using Kahoot! On a paid basis in some capacity, which is a fantastic starting point. They're using it in lots of different ways, as you can see from the use cases here. I'm not going to talk about them now because I'm going to dive into them later, and crucially, as Jostein mentioned, the enterprise offering for Kahoot! at Work has been significantly extended in the last 18 months or so. There are now three products within the enterprise offering: Motimate, a corporate learning offering that makes learning fun and easy; Actimo, an engagement app for non-desk workers; and of course, what we call Kahoot! 360, which is the core Kahoot! product offering for the Work segment. Next slide, please. Before we dive in, I'd just like to talk a little bit about the trends that we're seeing out there in the workplace. In sum, there are a number of important trends, but all of them are pointing towards the same thing. We're seeing increasing demand for training and communication technologies. I'll touch on four themes that we see as being particularly relevant to our business right now. The first of all is hybrid. I think we're all aware of this now. We're all living and breathing it right now. And 75% of businesses are not only doing it, but they're saying this is going to be the new normal for them going forwards out of the pandemic. So hybrid's here to stay, but it's not proving to be super easy. This fantastic quote, I think, from a survey conducted by Google and The Economist summarizes it very well. The individual well-being that hybrid has brought about in terms of flexibility of where and when we work is coming at the cost of organizational connection, and we think that's a very significant trend that I'll pick up on later. Secondly, we're seeing increased focus on the needs of non-desk workers. As you're probably aware, the vast majority, in fact 80% of the world's workforce, are non-desk workers rather than desk-based workers. Perhaps you don't know, and I think this is an astonishing statistic, that 83% of those non-desk workers don't actually have access to email. Why is this relevant? Well, when the pandemic came along and there was a very urgent need to communicate and affect change and drive efficiency with those non-desk workers, it really shone a light on the chronic lack of technology solutions for those types of workers. This is going to be a trend going forwards. The other two trends both relate to learning. First of all, the growing importance of lifelong learning at work. Eilert touched on this upfront, but this again is becoming more important than ever. The pace of change requires more and more reskilling. So what we're seeing is both top-down inside organizations, L&D teams are telling us that reskilling is one of their top priorities this year and going forwards. But perhaps more interestingly, there's a real demand coming bottom up from employees. A recent survey found that the opportunities to learn and grow is the number one driver of a great work culture, according to employees. So there's a great demand there coming directly from employees for learning in the workplace. The final point in relation to blended learning is all about how training is actually delivered. Of course, there was a massive change in the delivery of training during the pandemic. The predominant means of delivery of training used to be live, in-person, instructor-led training in a classroom, and of course, this became impossible during the pandemic, so what happened was a very rapid shift and a huge increase in the amount of training that was delivered either virtually over Zoom, such as we are doing now, or asynchronously in an experience which is determined at a time and at a pace of the actual learner. The significance of this fact is that training has now become a much more multifaceted way of delivery. It's been delivered in many more different ways, and the importance of technology in virtual training is massively increased. Simply delivering PowerPoint slides in the way that you would to a classroom might work reasonably effectively in person, but it simply does not work over Zoom, and so we've seen a massive increase in demand for technologies that increase engagement and learning outcomes in that virtual live setting. So all of these trends have been accelerated. They were in place, in fact, before the pandemic occurred, but they've been accelerated because of the pandemic. The pandemic has opened eyes. It's opened budgets, but what we're hearing and what we believe is there's no going back, so moving on to talk about our offering in a little bit more detail, Kahoot! at Work overall, we make work awesome, and we do that in three ways with the three products that I mentioned earlier. First of all, Engage. This is predominantly the live core Kahoot! 360 product, which is all about engaging groups of any size. But it's incredibly hybrid-friendly. And that is very important in today's workplace. That emotional connection that I mentioned, what other technical tools in the marketplace can bring teams together whilst also sharing information and driving learning outcomes? Kahoot! can. And the product itself is intrinsically hybrid. We recently asked our existing customers, when you host a live Kahoot! session, where is your audience? And the results that came back really illustrate the complexity of the world we live in now. Around about half of them are still delivering sessions purely remote, with all attendees being remote. But about 30% of them are delivering sessions to a combination of people in one room at the same time and remote attendees, a true hybrid experience. And just a minority are therefore all in the same room at the same time. A massive change from the way it was before, but it shows how versatile the Kahoot! product is and how well it has adapted to the changing situations that our customers face. Next, training. Training is crucial, and of course, our offering has been really extended with the acquisition of Motimate. And in respect to that, as well as an engaging live experience as part of a training experience, we also have Motimate that empowers employees to be more self-directed in their learning and to engage with training at their own time and at their own convenience, so it's a significantly broader and more powerful training offer than ever before, and finally, Connect. This is all about the non-desk workers that I mentioned before. With the advent of Actimo in the Kahoot! family, we're now able to offer an employee app to our customers that allows direct connection between HR teams and frontline non-desk workers on the ground so that they can communicate, but also support those people and improve their performance in their daily jobs. Next slide, please. In terms of the market opportunity, we see a very large market opportunity of over $10 billion addressable market with very clear growth drivers. These numbers for clarity are based on assumptions for the United States and Europe and exclude all of the rest of the world. But when we think about the addressable market, we think of three basic segments that map to the products and offerings that I just talked through. An audience engagement segment, which is predominantly live for engaging audiences of any size. That's primarily related to desk workers, but not exclusively, as you'll hear later when I bring this to life with some customer stories. Then the communication side. Of course, there's a massive communication market out there, but we see the desk-based communication sector as being very well served by a number of other players. The opportunity that we see is for non-desk workers for the reasons that I described earlier. And then there's corporate learning, all forms of learning delivery, as I described earlier, which we believe is equally applicable to both desk and non-desk workers. And you can see from the growth drivers, all of the trends that I mentioned are really adding fuel and driving growth to each of these segments. For the second part of this presentation, I want to talk about product innovation, building on what Jostein said in his presentation, but actually giving you some concrete examples in the Work segment, how customers are getting more value out of our product by using more advanced features that we've released. All of the logos that you're about to see on the following slides, they are major accounts that are using Kahoot! to scale, specifically more than $20,000 of revenue a year coming from each of these customers. And this is really about a journey from Kahoot! being a quiz to what it is today, which is much more than a quiz. On one aspect, one type of use case, we start at the bottom, where often teams use Kahoot! as an internal engagement tool to bring a small team together. Since over the last couple of years, we've released a lot of new features that allow you to import slides from PowerPoint, for example, but also add polls, word clouds, and brainstorms for it to become a much more effective tool to bring to life a range of presentation, meetings, and workshop use cases. And then it goes further than that, and we see our customers starting to use Kahoot! to engage externally with their partners and with their customers. And I'd like to just highlight one particular example of this, of Amazon. Next slide, please. On this slide, you can see with Amazon, the use case specifically is that Amazon uses Kahoot! to run a series of workshops systematically to train its premier consulting partners so they can deliver better services to their customers on Amazon products. This mockup here illustrates the power of the theming feature that Jostein mentioned earlier. AWS are now able to completely brand the look and feel of Kahoot! and therefore in partner-facing engagements. This is an Amazon experience with the Kahoot! brand being much more recessive. But we feel this unlocks a huge potential in a number of segments, clearly in professional services being one of those. Next, if we turn our focus to training, a very important use case, what we've seen is Kahoot! evolving from a quiz, which is basically a training module, to a much more complete training experience through product innovation, both organic and acquired. Historically, Kahoot! has been a quiz somewhat standalone, which is a great way within a, say, one or two-day training seminar to energize a room of people having been run through a series of presentations, potentially some discussions. Our customers just use the quiz to energize and reinforce information that's been covered previously. Over the years, what we've done is add the ability to identify participants, added advanced analytics capabilities, and also changed the means of delivery so that Kahoot! can be delivered in a self-paced way, and also with Motimate that I mentioned first, with even more advanced self-paced functionality. As Jostein mentioned as well, most recently, we've been developing our courses proposition, which I'll touch on briefly in a minute. What this unlocks is two high-value use cases around mandatory training and compliance, with some great logos here that you can see, and also around product sales and customer support training as well, which is probably our primary use case for Kahoot! overall. It's great for engaging customer-facing teams and equipping them with product knowledge that helps them do their jobs more successfully. But the showcase I'd like to focus on for today is LinkedIn in the mandatory training area. LinkedIn is a great story of customer evolution and expansion. Like most of our customers, the relationship started small, but it's expanded, and more than recently, it's more than doubled in size to become an enterprise agreement. What this means is that now IT administer the account centrally from San Francisco and distribute the licenses to a range of a number of business units where it's used for a range of training use cases, including compliance and policy training. The level of engagement that LinkedIn are generating with the Kahoot! platform is quite impressive. We see usage over 28 countries, and we've seen over 100,000 non-unique participants. When you put that in the context of an organization with around about 20,000 employees, you can see the scale of engagement inside LinkedIn coming from the Kahoot! platform right now. While we're very proud of that number, and LinkedIn are as well, to put this in context, our biggest customer is generating about five times that level of engagement. The innovation never stops, of course. That's the exciting thing about working here at Kahoot!. Jostein's already talked about courses, but courses are centrally important in our strategy and product strategy for training. What we're doing in the area of courses is taking the real simplicity of the Kahoot! experience and creating a much more comprehensive learning experience that includes, but is not limited to Kahoot!. It It can be experienced live. It can be experienced in a self-paced way or a combination of the two. But what it really does is turn Kahoot! from being a quiz that is part of a training experience into a platform that can deliver entire training experiences. Finally, in terms of use cases, if we turn to company culture and communication, which, as you may be aware, is a big part of the Kahoot! value proposition, this sort of use case often begins, again, in quite a light way, perhaps a single quiz at an internal team event with a goal of bringing people together. But we've added a range of new features over the years. One recent example is the addition of a Team mode, which allows participants to group together in teams and compete against their colleagues in other teams. What better way of building individual team spirit, but also as part of a wider company occasion than a Team mode? That's combined with some of the other features that I've mentioned before in the other use cases, unlocks, again, higher value use cases like onboarding, for example, where the goal of onboarding is not only to deliver information to new joiners, but it's also to generate connections, particularly if they're remote, and bring people together. And then there are broader internal communication use cases around company culture, which is all about systematically communicating with employees and connecting employees with the overall direction and strategy of the company. There are too many great examples to talk about here, including, you know, rapid growth in Intuit and Google culture team using Kahoot!. But the use case I'd like to focus on is Tivoli. Tivoli, for those of you who are not aware, is Denmark's largest tourist attraction. It's a theme park right in the center of Copenhagen. Tivoli has been a customer of Kahoot! and Actimo specifically for a number of years. The theme park has a very particular challenge. They have 1,700 seasonal workers who each year need to be onboarded to the organization and also trained to deliver real service excellence to Tivoli's customers. Tivoli engaged Actimo to provide a very customized app, a screenshot of which you can see on the right here, to do exactly that. This is what we mean when we say an employee app for frontline workers. These employees do not have an email address. And so this is the only means by which Tivoli can centrally communicate and improve the performance of their employees on the ground in the theme park. What's particularly interesting about this case as well is that the engagement with Kahoot! Group doesn't stop there. Tivoli also uses Kahoot! 360, the core product, to engage guests in the park when they're waiting for the show to start on a weekly basis, so there are these large live Kahoot! events alongside this internal employee-facing communication at the same time, so I think taken together, what you can see is that we have a non-desk worker proposition that is much, much more powerful than it was 18 months ago, and as further evidence for that and the increasing demand we're seeing for these non-desk solutions, I'm able to share that one of our newest customers this year signed with an average contract with a contract value of over $200,000 per year, so there on one slide are all of the major customer showcase segments I've talked about. Again, to reiterate, the takeaway from this section is Kahoot!. These customers all realize that Kahoot! is much more than a quiz. They're using it systematically and at scale inside their organizations. And it's all unlocked by the product innovation, which is customer-driven and customer-led. Next slide, please. Next, turning a bit about this, our go-to-market strategy combines both product-led and sales-led motions. What do I mean by that exactly? Let me just describe how the product works right now and how the customer evolution typically evolves. So on the left-hand side, we have what we call individual usage. So we acquire customers. And that's where it starts with the 50 million participants that I talked about in the Work segment, but also it's bigger than that. Sean will talk to you later about the Home segment. We see a lot of usage and conversion coming from the Home segment, as well as from participants in the Work segment as well. So participants, they see something of value. They sign up to Kahoot!. And then our job is to inspire and convert those users to become presenters. They'll be light and possibly free presenters, first of all. But then we convert them to frequent individual paying users. We do that through our product, and we do it through the website as well. Next, when that goes well, we have some evangelists. They're getting a lot of value out of our product. And so what we end up with is inbound leads coming to our sales team saying, "We'd like to talk to you about expanding our usage inside our team and using Kahoot! on a much more systematic basis." This is where the sales team really kicks in and has an opportunity to talk the customer through the advanced features and new capabilities of the platform. And it's that that results in significant growth and team usage. Ultimately, the team plans can then evolve into much larger enterprise agreements, like I described with LinkedIn later as well. It's also worth noting at this point that we get inbound leads directly into enterprise deals as well. We also do some outbound leads as well in the enterprise segment as well. It's a mixture. That's why it is what we describe, both product-led, but also sales-led. Taken together, we're finding it to be a very, very powerful combination. Is it working? I wanted to share some stats with you today that I think are showing we're seeing some very good results from this approach, specifically around revenue expansion, but it's actually at all aspects of the funnel. These charts here are all indexed to 2020 levels. And they show not only growth, but actually, in many areas, acceleration in the last 12 months of progress in each of these segments. So the participants I've talked about already is growing very strongly, both since 2020, but since 2021. But that's what drives much of the engine. But then when we move to the team segment and we look at the number of deals closed by the sales team, smaller deals of up to $5,000 a year, you can also see very rapid growth, not just at 2020 to 2021, but also in the last 12 months as well. And then perhaps most interestingly, when we look at enterprise usage, the larger deals of over $5,000 a year, we see a real acceleration. And this is coming about because of the new skills and expertise in the acquired companies all working together towards the same goal and causing a real acceleration in revenue expansion. In addition, an important figure that we shared in our Q1 results around net dollar retention for our very largest accounts, we're seeing 125% net dollar retention in the enterprise segment. S o finally, looking ahead to opportunities, there are three major areas of opportunity for Kahoot! to w ork as we see them. We will make work awesome, and we'll do this in three ways. First of all, we will continue to accelerate the multiple use case adoptions by teams. Hopefully, I've given you a flavor today of just how varied the usage of Kahoot! can be and is by many customers. But we want to push this much harder. There are teams inside organizations who are currently using Kahoot!, perhaps just for one or two use cases, and there are many more ways that they can get value, specifically internally to build team spirit, internally to share knowledge through presentations and meetings, but also in a more customer-facing way, marketing teams can use Kahoot! in webinars, for example, to gather leads and capture prospects and engage prospects. Sales teams can also use Kahoot! not only internally, but when facing customers in pitches, for example, so there's a big upside, as we see it, in driving multiple use case usage in teams and in larger organizations. Secondly, we're going to scale usage in the non-desk opportunity. Again, hopefully, I've brought this to life in the presentation today, but we see a huge opportunity here. We have a much richer offering. It's very hard with a live experience like the Kahoot! product is to bring non-desk workers who often work in shifts together in the same place or even remotely at the same time. But now, with the Actimo app, employee app, and where we're going with Kahoot! 360 Spirit and examples like the Tivoli that I gave before, you can see how we have a much stronger proposition for higher frequency of use amongst non-desk workers. And as I mentioned right up front, we've effectively doubling the addressable market by tackling the non-desk worker segment. Finally, but importantly, operational excellence in account management and customer success. You can see we're seeing from the numbers I shared, we're seeing the fruits of that in the enterprise segment in particular over the last 12 months and 24 months. There's a lot more to do there, again, from bringing together expertise from Actimo, Motimate, and Kahoot!, all operating as one team, combining both inbound and outbound lead capabilities, driving more success and acceleration through playbooks and other such initiatives. That's a crucial growth lever for us as well. So in summary, key takeaways for today. First, there's a very broad offering, which is now targeting the entire workforce, desk and non-desk, that we've covered today. Secondly, you can see how product innovation is really unlocking new ways of using the products and very systematic ways amongst our larger customers. Thirdly, we have a proven go-to-market model combining product-led and sales-led motions. That's delivering really significant revenue expansion across all customer segments. And finally, three big opportunities looking ahead: multi-use case usage, expanding that; secondly, non-desk workers; and thirdly, operational excellence. Many thanks. I'm going to hand now back to Amanda. Thank you, James, for going through the business area Kahoot! at Work and the ways in which it's being used at the organizational level and for all types of customers and all of the incredible opportunities ahead. I am now going to pass it off to Sean D’Arcy, our VP of Kahoot! at School and Home, who will now talk about Kahoot! at School. Over to you, Sean. Thank you, Amanda, and hello, everyone. And thanks again for joining us today. As Amanda pointed out, my name is Sean, and I have the very big pleasure to tell you a bit more about Kahoot! at School and, of course, a little bit later today, Kahoot! at Home. So let's kick things off with school. So here at Kahoot!, we have a portfolio of award-winning apps and services that all make learning fun, engaging, and really impactful at school. And these apps and services are loved and trusted by millions of teachers, school admins, and hundreds of millions of students out there. And to kick things off, I really wanted to share, to show you guys how one educator really demonstrates his passion for Kahoot! with his students and his fellow educators. So let's have a look at that video. A local teacher is using a trivia game to unite his classroom with students from around the world. Lindsay Stone joins us in studio with more on the trivia game tournament a Washington Township teacher created and how it's uniting students from around the world. Lindsay? Good morning. Well, Kahoot! is a pop culture trivia game where you answer trivia questions on all kinds of topics, and you can compete with your friends, family, classroom, or even people around the world. Now, that game gave an Allisonville Elementary School teacher an idea. Steven Auslander launched the Kahoot! Cup five years ago, and it connects students from all around the world with a little friendly competition, so it began with just 10 classes from 10 countries, but this year, more than 3,200 student players participated, and teachers from 52 countries registered for the event. The pop culture unifies us. Here is a class across the ocean in another continent, and they're united by pop culture. We're more alike than we're different, and that was kind of the aha moment, which made me want to do the Kahoot! Cup, a trivia game to show kids all over the world that we're more alike than we're different. In the past five years, Canada has won once, and Ireland and the U.S. have won twice. This year, a high school student from Los Angeles scored the highest and won the Kahoot! Cup for the U.S. Now, Steven says it's a lesson that really focuses on how much kids around the world are alike despite different cultures and customs. So important at that age. Now, I put my own knowledge to the test, played my own game of Kahoot!. Yeah, I scored a 68%, so I'm not very great. But honestly, it was so much fun. I think we did songs from the 2000s, so definitely not my cup of tea. But you can create a free account, play hundreds of different trivia games, and hopefully, you'll do a little bit better than I did. Wasn't that great? As you can see, passionate educators like Steve are an important reason why Kahoot! has become not only a leader, but really a movement in engaging digital education. Now, Kahoot! at School really strives to make learning awesome for three main customer groups. The first, of course, are the 9+ million teachers who want to have awesome review, instruction, and formative assessment. The second group are the tens of thousands of school admins that not only want engagement and assessment for individual classrooms, but they want to scale that up across other institutions with our Kahoot! EDU solution. And the third group are the hundreds of millions of students that want to have even more variety and tools to both create and to study. And with Kahoot!, of course, is Clever. And I'm very, very proud to share that Kahoot! and Clever are having top spots in the LearnPlatform's Top 40 EdTech products, moving up several spots from last year. And this result, I think, is really a testament to our reach, relevance, and frankly, our resilience on the backside of the pandemic, and also, of course, the potential we have together looking ahead. So let's dig a little bit deeper into the opportunity for Kahoot! at School. So first, we'll have a look at the offering for educators and students. Then we'll zoom really into Kahoot! EDU and bring that Kahoot! experience to more classrooms. We really want to showcase what is really, I think, a proven go-to-market strategy at this point, and then take a sneak peek at not only what's coming up for back-to-school, but what's coming up in the next couple of years. The K-12 market, in combination, of course, with higher ed, represents a very large opportunity for Kahoot!, and I think one that we are uniquely positioned in. We have a large total addressable market of $5+ billion globally, and we are very well positioned as we have approximately 25% of all the teachers in OECD countries, and 60% of the U.S. had active Kahoot! accounts in the first quarter of 2022. So it's a great. We are in a great position to actually reach some of that or acquire some of that TAM. Really, the opportunity is to, of course, expand our presence in K-12 and really sort of build a much, much deeper push into higher ed, where we're seeing excellent growth right now. More than that, we, of course, want to leverage our synergies and expand our position with Clever and Marketplace. Let's have a quicker look at the Kahoot! at School offering. As I mentioned, we have nine million or so free freemium teachers using Kahoot! for doing engaging review and assessment. They're really essential for creating that sort of reality around the product, like you heard from Steve earlier, really showcasing and sharing the passion, which really helps inspire more educators out there to try it out. Many of those actually educators go on to want to expand their teaching toolkit with even more features, which we offer. So they do an upgrade to Premium or, for example, Premium Plus. And some of those teachers actually even get together and lobby their IT admins to upgrade to a school or district or maybe higher ed solution called Kahoot! EDU. And for admins, this is great because, of course, it allows the teachers to collaborate. And teachers are, of course, incentivized to actually do that lobbying because, of course, this gives them the most feature-rich product that we have. And those admins, a little bit like what James is saying, they often start with a base of seats. And then what we see is they quickly sort of expand their seat count and even to increase the number of sites or schools, for example, in a district scenario. So our growth strategy is really value-driven and bottom-up, which we expect will result in sort of longer-lasting, more resilient customer relationships that we can really build on with strong account management over time. So let's spend a bit more time on Kahoot! EDU, which is our school and district product. And it's really all about elevating, engaging learning across that school, district, or higher ed institution. As mentioned, teachers really want Kahoot! EDU to unlock that enhanced teaching toolkit, which includes more question types and more ways to do instruction. And they're really key. They're a really important group in the upgrade, as I mentioned, with lobbying. Kind of the next group, which are IT admins, which buy the solution and get a team space, which enables them to offer that to all of their teachers to really collaborate. And then students, of course, are beneficiaries of the solution because they actually get even more ways to play. And very soon, they're going to be getting more creative functionality. I'll come back to that a bit. And even more access to more apps out there. And school leaders are another customer that really benefits from Kahoot! EDU in that they get more deeper assessments, so student-level assessment as opposed to just anonymous assessment, and be able to have more branding options to actually showcase their school. And now, of course, we're enhancing all of this by making it even more smooth and secure with Clever. So I wanted to show you a little bit of Kahoot! EDU in action. So what good looks like for us is a classroom like this where kids are, of course, having a great time together learning. You would never know they're learning, but they are, in fact, learning. We call that camouflage learning. And so, for example, Kahoot! EDU does a couple of things differently than our, of course, our free product. It allows educators to do engaging discussions, so not just a quiz, which is right or wrong. They can actually do polls and more advanced question types like Brainstorm, which actually asks them and allows kids to sort of discuss and really have more of an open conversation. It also fosters collaboration, what we call future-ready skills. I think James mentioned also Team mode. This is really great where kids can come together and learn together. By doing that, they're gaining some skills they might not otherwise get if they're playing individually. And it also enables educators to really deepen instruction. So Kahoot! is famous for review, but we really want to, of course, enhance and expand into instruction. In speaking of deepening instruction, we can do that, of course, with our new courses feature, which Jostein and James spoke a bit about earlier. I know Agnete will come back to it a little bit later on. Really, this allows educators to really add not only one Kahoot!, but several Kahoots, add documents, add new activities for students to play. They can play those either live together in a classroom scenario or for self-study for homework, for example. Really, we're really expanding the way that Kahoot! can be used not only for review, but for much more of instructional purposes. OK, what you might not know about Kahoot! and Kahoot! EDU is that it's being used outside the classroom as well. We saw some great examples from James around building culture inside organizations and institutions. The same holds true for schools where they are being used to create memorable professional development. An example you can see in this image here of some teachers getting together to learn together. Also spirited and fun school assemblies and also doing some sort of awesome community building and parent events. Beyond, of course, the school walls, being able to sort of relate out into the community. For Kahoot! at School, we really have, as I mentioned previously, a kind of, I think, proven or go-to-market, which we have the sort of five major approaches which sort of stack together. We have the freemium, which is all about that engaging quiz, accessing 60+ million public Kahoots, and really leveraging some of our ecosystem partnerships with Google, Microsoft, and Apple, which are really key to keep some of the integrations we've done with Google Classroom and Microsoft Teams really essential to keep Kahoot! front and center in the learning and instructional workflow. Next, we look to convert those teachers to paid by doing feature tiering, making amazing new features, continually innovating all the time and putting those in front of the educators. And of course, some of them upgrade. Critical mass upgrade to Kahoot! EDU. And also, what we're seeing more and more through some of our sort of assisted sales efforts is we're building sales cases. So for example, we're going to a district and saying, hey, we have thousands of educators in your institution using Kahoot!. Potentially, you want to upgrade to Kahoot! EDU to give them even more tools to do instruction. And of course, last, we see them sort of upselling and expanding up until doing sort of more multi-year contracts and across multiple sites, and then upselling to add more content and value adds. And I know Agnete will come back later and speak to you about Marketplace, which is a really, really amazing story around supplementary content, which, of course, admins are also looking for. And we see really the strategy is working amazing. We've seen 140x growth in multi-seat deals in the last two years. And we're really starting to get some large district accounts for hundreds of thousands of dollars coming in. And it's not just K-12, actually. It's also for higher ed. And it's not just the U.S. It's actually right around the world. So we're really excited to see where this is going. We think the strategy is solid. And now that we're really focused on Kahoot! EDU and great assisted sales, I think we're going to be able to see more and more of this going forward. So looking ahead for back-to-school 2022, we have some updated plan packaging, some really exciting new game modes that's going to, of course, make students and teachers reengage them in the classroom. And I think with Kahoot! EDU, we have student-centered learning. And I'm going to come back to that in a minute. For 2023, we are looking at continuing to build out the interactive lessons with courses, more activities, just being much more feature-rich and much more useful for educators and students. We want to do even deeper integrations with Clever and have a roster-shared account approach with Clever across districts, looking at where we're overlapping and then really working together with those districts, and then also, of course, doing some learning management system integrations. We have some of our higher ed customers are asking for this to do attendance and to do participation. It's very important that we also look at this, and looking beyond that, of course, 2025 and beyond, really what we're looking at here is one of the world's global, fully localized digital learning platforms, which will be stacked with Clever for the infrastructure side, so this is, of course, super, super exciting. Coming back to student-centered learning, I'm quite looking forward to bringing this to our students this fall. For a long time, we've been talking about this here at Kahoot!. I think we've called it learners to leaders back in the day, and now we're actually going to bring that to market this fall. And what it really is, is being able to give kids the ability to not only be participants, but actually create Kahoots! on the platform. And I don't mean just quiz. I mean fully functional presentations with multiple different types of question types. And that's really going to help them develop critical thinking, communication skills, really help them demonstrate their learning to their peers. What's more than that, we're going to give them more access to even more of our sort of extended suite of learning apps. I'm going to cover some of those in the home section, so that's another value add for them. And this is all going to be available with Kahoot! EDU, which we believe, I think, is going to be a real driver for site license upsell, especially when combined with Clever. The magic of this all is that we're going to be enabling the sort of access to this additional creators and more learning apps via the method that they already know, which is the PIN and QR code. Teachers already know how to do this. Students already know how to do this. It's going to be a really easy way for them just to get more value out of the platform. To sum things up, Kahoot! is really loved by educators, learners, and students globally. They're used by teachers using it for engaging review, formative assessment. And our ecosystem partners like Apple, Google, and Microsoft are really helping us to keep us front and center in the workflow and making sure that we are working with both the students and the teachers. We want to really build out new products and functionality to make learning even more exciting. And we're doing that continuously. And we have some amazing new things coming up this back-to-school. And really, schools and universities are kind of leading the charge with our revenue growth. We see critical mass of teachers really pushing the accelerated uptake of Kahoot! EDU. And we also see this in higher ed especially. So that's a very exciting area for us. And we really want to expand this footprint with Kahoot! EDU site licenses, with student-centered learning, and of course, Clever. And speaking of Clever, I really would like to pass you over to my good colleague Trish to tell you a bit more about how Clever and Kahoot! are making learning awesome together. Are you there, Trish? I'm here. Thank you, Sean, for getting us started on all the exciting things Kahoot! and Clever are doing in schools. Hello, everyone. I'm Trish Sparks, CEO of Clever. And I'm so happy to join you today to share a bit more about where we've been and where we're going. This is an incredibly exciting time to be at Clever. Over the last 10 years, we've offered products for the edtech ecosystem. We've seen great success with our core platform, which now serves the majority of schools and students in the U.S. And as you know, we are wrapping up our school year in the U.S. And it's this time of year we get to start looking back and see how our engagement grew during the school year. In fact, if you've joined previous Clever presentations, you'll likely see some new engagement metrics today because we've grown a lot over the last several months during the school year. I just checked our dashboard a few days ago, and we now have over 23 million students using Clever on a monthly basis. This is up from about 20 million this time last year. That's very exciting. Because our rostering and SSO portal offerings are so well adopted by schools, we were able to scale the network by developing partnerships with over 750 edtech application partners by the end of last year, and even more now, including many of the leading brands in edtech. The acquisition last year by Kahoot! p ositions us really well for the next exciting phase of growth. And we have new products, new markets to enter, and still so much room to grow with our core platform. Dan Carroll, one of Clever's co-founders, started his career in the classroom and then became a school tech director. Clever was created specifically to solve problems that he experienced because he quickly realized that the problems he was experiencing were common to most other classrooms as well. And so as a tech director, the more schools he managed, the worse the edtech challenges became. Isolated data systems required painful manual processes to copy data from one system to another, which led to an endless stream of tech support tickets from frustrated teachers and students. The more technology used grew, the worse it got. And at that time, the Clever co-founders knew that these were solvable problems. This didn't have to be the status quo, and this wasn't just bad for IT people. These problems blocked students from accessing and using edtech for learning. In the past 10 years, there's been an explosion of learning apps, and Clever has invented the essential infrastructure for that edtech to work in the classroom, serving all of our primary user groups. Students get access to their edtech applications with Clever. The platform is specifically designed for the K-12 environment, so no URLs to remember and the single sign-on technology makes it really easy for young learners. Teachers get to focus on instruction. Imagine being a teacher and having to help all of your students log in before you could start a lesson. I started my career as a teacher in the classroom, similar to Dan. I can tell you that nothing is more frustrating for a teacher than to waste time that should be spent on learning. Through Clever, the IT administrators at school districts now have a scalable, secure way to manage all of their apps, create accounts, and administer passwords. Edtech app developers and publishers can focus on creating great content instead of worrying about integration and implementation headaches. Now with Clever, students have easy access. With single sign-on, there's no need to remember multiple usernames and passwords. All of their edtech apps are conveniently in one place in the Clever Portal. The student home page is the first thing you see when they log in to a school device. Now, as we work with Kahoot!, we'll be making this experience even more engaging over time. We've even made logging in fast and fun for young learners with Clever Badges. Here's a little video clip showing you how it works. That was so cool. The infrastructure and network we've built simplifies edtech rollout so that every student can just log in and learn. Over the last five years, we've seen the average number of apps used at schools in our network rise significantly. The increased amount of edtech usage brings more and more data management, integration, and security issues for schools. These are issues that Clever is uniquely positioned to solve. The corporate solutions don't meet the need, either for the front-end student experience or the back-end data complexities. But with Clever, schools can launch new edtech apps in minutes, not months. Over the years, we've continued to decrease the average implementation time. As recently as 2020, districts launched only 22% of new apps in the same day. This year, year to date, over 40% of new apps launched the same day. That's real efficiency and improvement in time to realizing the value for the districts and for our application partners. To have that experience where you just log in and everything works, you need some great infrastructure on the back end. Applications need to connect to school databases. They need data to provision user accounts and provide personalized experiences. Without Clever, this is a nightmare. But we handle all of that. There are over 100 commonly used commercial databases, referred to as school information systems. With Clever, schools using any of those school databases can connect to any application. We've integrated with almost every school database in the U.S., so application developers can plug into Clever once and use their software anywhere. This is a core competency for us. Clever has an innovative business model in edtech. It's focused on maximizing network growth. Schools don't pay for the core platform. They get rostering and the SSO portal along with outstanding service and support for free. We've reached incredible scale with this approach, achieving over 95,000 U.S. schools using Clever, including 97 of the top 100 districts, such as New York, Los Angeles, Miami, and the like. These school districts want to add their apps to Clever for superior data management, classroom experience, and security. They ask the application vendors to work with Clever. It's the edtech vendors, our application partners, that pay Clever to use our APIs to more efficiently scale and deploy their software and to reach our wide network of schools. As you can see here, we currently have over 500 paying customers. But we also have about 300 more partners that use our free integrations. Many times, our partners start with the free option and then upgrade to paid over time. This is the district and app partner network effect that has helped us scale. Schools want to use Clever because their apps work better on Clever. They receive free product and services and a multitude of leading edtech apps integrated on the platform. Our partners want to use Clever because it's what schools are using. And again, their apps work better on Clever. On the Clever platform, schools will find both the biggest names in edtech and the next generation of edtech leaders, where essential infrastructure for all sizes of app partners. About 26% of overall revenue comes from the top 10 partners, and about half of our revenue comes from our 25 largest accounts. The other half of our revenue comes from a multitude of up-and-coming developers. Our sales strategy is simple: to land and expand. We start by serving a portion of our application partner school customers, then our revenue grows as apps subscribe for more and more of their school customers over time. Our top 25 accounts are growing around 24% per year, and our net revenue retention from existing customers was 120% last year. Our roadmap for the future continues to grow the Clever network and the value we provide for all network members. We grow by activating more school, teacher, and student users. That drives demand among edtech apps and new ones coming to partner with Clever for more and more of their school customers over time, and now we're introducing new paid add-on products to our district network. We have the Clever App Store for schools seeking to purchase edtech software, and this year, new identity management and security products for school. Launching into international markets is another multiplier for the network, and where Kahoot!'s brand and experience will be a big boost. We also have ample opportunities with Kahoot! to offer Kahoot! products, to provide Kahoot! integrations for Clever partners, and more. We have a strong foundation laid for increasing value through our network effect. We now have 70% of U.S. K-12 schools on the platform, with room to grow active users within those schools, getting more teachers and more students using the platform with increasing frequency. Right now, across all schools in the Clever network, they have an average of seven apps on Clever, and the top quartile of Clever schools have an average of 15 apps. When schools connect all of their apps to Clever, they get new apps and update their configurations. Value grows for all parts of the network. The schools typically have many more than just seven or 15 apps. In fact, we estimate an average of about 60 apps per school. This is good. This gap is pure opportunity for us to sign new application partners and get old manual modes of provisioning students automated on Clever. Very recently, we've created new ways to add value for our network. Last year, we launched our first paid identity management product for schools, Clever IDM for Google. We could tell right away that there was product-market fit. School districts need Clever to continue adding value to them by building out the infrastructure that would help keep student identity secure and their data safe. We've enhanced our offerings this year to include IDM for Active Directory, and we're entering the beta phase for our new multi-factor authentication solution. In the U.S., school districts are now being required to use multi-factor authentication for teachers and staff in order to obtain their cybersecurity insurance. And they need Clever to help them meet that requirement. Last year, we kicked off our integration with Google Workspace for EDU Plus, which we've now bundled with our identity management product for Google. This gives schools everything they need to set up their Google Workspace in one easy package. All of these products are available in the Clever App Store. And the Clever App Store is actually another incredible opportunity we have available to add value to both our school districts and our application partners by providing a marketplace to buy and sell edtech solutions at scale. In the App Store, we're selling our own first-party solutions, products for the school IT buyer to solve their edtech infrastructure problems. These are our own products and uniquely bundled offerings with partners. We're also providing a scalable channel for our partners to sell their edtech products. Edtech buyers get a unique buying experience. They can browse reviews, see demos, get quotes, and click to buy. We believe there's great opportunity to help buyers find the right edtech solutions for their schools and to help Clever app partners scale their distribution. Another exciting opportunity, and probably the most obvious one we're pursuing, is global expansion. Ever since I arrived at Clever, I've been hearing from our current app partners and schools asking us to take what we've done in the U.S. and make it available globally. When I was at LinkedIn, I was fortunate enough to have the opportunity to help take the sales solutions product from a U.S.-only offering and scale it globally. And I can't wait to do that again at Clever. It took us years to get where we are today in the U.S. But with a phased approach to global expansion at Clever, we believe we can move much faster. We've already built the core platform for the U.S. And with a simplified rostering and portal experience, we can quickly help schools in Canada, the U.K., and Australia solve the universal challenges with edtech and save teachers' time in the classroom. And don't forget, we have our amazing network of application partners, many of whom are already global and excited to use us to expand with them. All in all, we believe the total available market opportunity for Clever ranges from $500 million to $1 billion worldwide for our core platform, new products, and taking these products into new markets outside the U.S. The edtech market is incredibly dynamic. Worldwide, there were 4,800 K-12 edtech startups in 2021 and $1 billion in US investment in K-12. Clever is positioned to be the platform and infrastructure to help them all grow. Looking ahead, we've planned a product roadmap to meet these opportunities. During this back-to-school season, we've got powerful new data management features in our core platform, our new security products, Kahoot! products on Clever, and our first international launches into Canada, the U.K., and Australia. In 2023 and 2024, we'll continue to focus on connecting more and more edtech apps for schools, building out new products, and intensify our international expansion. We'll be ready to debut new offerings for Clever partners that help them take advantage of the Kahoot! platform. Further out, we'll continue to scale globally with Kahoot!, including the necessary localization efforts and marketplace strategies. Now that Kahoot! a nd Clever have come together. We have the opportunity to make learning even better. We have lots of room to grow engagement with teachers and students, begin the global expansion of the Clever platform, and eventually, with Kahoot!, extend the learning experience from the classroom to the home, which is coming up next. So now I'll pass it back to you, Amanda. Thank you, Trish, for going through Clever's business strategy, new products, in addition to future plans and opportunities. And thank you, Sean, for walking us through the business area at Kahoot! at School and these awesome opportunities for collaboration. Now, once again, let's hear from Sean, our VP of Kahoot! at School and Home, who will now talk about Kahoot! at Home. Over to you, Sean. Thanks again, Amanda. And hi, everyone. Again, I'm happy to be back to tell you a bit more about Kahoot! at Home. So, like school, Kahoot! at Home really revolves around making learning awesome for millions of students, parents, and social users through a portfolio of award-winning products and apps that support everything from early childhood development right through to lifelong learning. Kahoot! at Home is all about making learning both social and entertaining for these three main customer groups. The first are young students and parents. What we want to do for them is really offer a playful and shareable home learning toolkit, and also at the same time, leverage the recommendations and advocates from the nine million teachers that we have on the platform. The second group are older students, 16+. And for them, we really want to offer them a fast, fun, and flexible social study time that really draws upon and feeds into the hundreds of millions of students that are already playing Kahoot! as participants today. The last group are casual social users. We really want to entertain those folks with learning with friends and families, whether it be Friday Fun or important life milestones and events like weddings, for example. As James mentioned, this is really an important group that is not only, of course, to monetize, but really as the lead generation and for growth for the at Work business area. All of these groups can really upgrade to Kahoot!+ to unlock more functionality, such as access to learning apps, more study modes, or premium ready-to-play Kahoot! by Marketplace, which in a few minutes, my good colleague Agnete will tell you more about. Let's have a look at some of the offerings that we have. Our first offering is Kahoot! Kids, a fun learning experience for kids aged two to seven that's really designed to spark curiosity in the youngest learners. It really offers a safe and curated content experience with world-class read-aloud technology. We're happy to say that we actually launched in even more languages recently. So we're up to eight languages now. And it's getting some great traction with parents and educators in pre-K to grade six. And great to see some of the numbers that Jostein shared earlier. This is, of course, you can try it for free, or you can upgrade to Kahoot! + to access the entire product. In addition to Kahoot! Kids, we have the extended and awesome family of learning apps. W e have from the DragonBox and Poio studios and also Drops. These are all award-winning apps designed to help kids and learners really build skills and language and literacy, critical thinking, numeracy, and social-emotional learning. The apps are all free to try and unlock through Kahoot! + subscriptions or as standalone purchases via the Apple App Store or Google Play. One of the learning apps we're really excited about is the all-new Kahoot! Multiplication app. As you can see, it's very creative. It was developed by our DragonBox studio of learning design experts. This app is really designed to help turn your kids into math superstars and is already proving to be a hit with great reviews from parents and kids alike. That's also free to try or part of Kahoot! + subscription or as a one-time purchase. Now, older students, so we have, of course, hundreds of millions of students using Kahoot! as participants. But older students are also telling us that, hey, we're not just using it to be participants. We're using it for more. What they're using it for is actually for self-study. So for example, exam preparation, they're using it for group study. So instead of just studying by yourself, getting some friends together and going through material. And interestingly, they're also using it for interactive presentations that don't bore their audience, essentially. So instead of just doing a typical presentation, they want to, of course, engage their audience and make sure that they're following along. And so that's why we've developed Kahoot!+ Study that really gives students more study mode functionality, the ability to sort of create more study groups, so actual study groups. I think you can see from this image here, so you can compete in a tournament and more ways for them to actually create compelling presentations for both their peers and their teachers. So we really love to see families and friends getting together for the proverbial game night with Kahoot!. We really try to make it easy to get started with by localizing the app and curated content into 14 languages. We've also developed social event templates, themes. And soon, we're excited to say some new game modes that are really going to help level up the excitement at home. We've also created some shareability with integrations with Apple SharePlay, Microsoft Teams, Zoom, Google Meet, and also Snap for virtual play. And users, of course, can upgrade to Kahoot!+ to really access more premium ready-to-play content and even more creative functionality. So the student, you know, and their parents represent a simply massive opportunity for Kahoot!. They represent a giant, really a giant total addressable market of $20+ billion globally. And with over 400 million students across OECD countries alone, we would only need to sort of capture a fraction of a fraction to operate a really successful business in this area. And so we really want to leverage the Kahoot! platform, the Kahoot! brand, and really build more value for the use cases across the segments. Plus, we really want to generate more synergies from both the Kahoot! Academy Marketplace and, of course, Clever as well. What's more is that, you know, older students, so of course, there's this opportunity with this, you know, group here to monetize them. But what's more, even potentially more interesting is some of the older students are on the verge of entering the workforce as professionals. And we really want them to bring not only Kahoot! with them, but the upgraded version of Kahoot! with them into the workplace. I think this is a great way to generate leads for that segment. And of course, as I already mentioned and James brought up as well, the casual user segment is really an important segment to sort of kickstart things in not only at home, of course, in the Work segment. We have this expression at Kahoot! is to play, Kahoot! is to promote Kahoot!. And we really believe a lot of that starts in the home market area. So the go-to-market for home is really built around sort of five key areas. The first is really, we have a bit of an unfair advantage with our nine million teachers, half of which actually tell us that, hey, you know, we recommend apps to our parents regularly. So we really want to do an even better job of leveraging that teacher base as advocates to recommend our apps and services to parents. More than that, we want to involve parents much more in the learning experience through not only, you know, play, but also creating kid-friendly Kahoots and also connecting that through reporting and analytics to sort of have that sort of positive feedback loop around learning. We also want to differentiate our social study product, our study product to be much more around social and group study versus just purely, you know, flashcards and the sort of more traditional study modes. And also give, of course, make the tool very versatile for students by having interactive presentation elements built in. And habit is, of course, a really important part for this segment. And that we really want to build up with premium ready-to-play content via Marketplace, which again, Agnete will come back to. And we want to just continue to really build up a household name localized into a multitude of languages and leveraging, of course, our great partners with Google, Apple, Microsoft, and more, and also really great content partners like Disney. Yeah, so looking ahead, we really want to, you know, create even more value and increase functionality. Back half of the year, we're looking at, you know, even more simplified plans under the Kahoot!+ umbrella. We want to launch something called the Kahoot! Learning World, which I'll come back to in a minute. And we really want to do an even more concerted push for student study at this back-to-school. Looking beyond that in 2023 and 2024, we really want to introduce family creation, really get parents involved. I'll come back to that as well and do some more around fun rewards and collectibles for kids, making sure that they're always rewarded for learning and not just making it a game that's a one-time thing only. In 2025 and beyond, we are looking at, of course, expanding this to even more social e-learning communities that we're all about organic growth. And we believe this building up learning communities will help that and really making sure that we are fully localized a digital learning platform and entertainment platform in as many markets as we can do. So coming back to some of the new initiatives that we have coming up, we have the Kahoot! Learning World. On the next slide, you'll see that, you know, we really want to make a very simplified and rewarding experience for kids and their parents coming on the other side of the summer. And part of this is we're going to be building in, of course, not only this like sort of beautiful and intuitive user interface, but we're going to be adding in analytics and learning progress, which really, I think, build up engagement and stickiness with parents and their kids. The other area that we're really excited about is this family creation and connection. And so we know the parents are, of course, they're turning to some of our apps to improve screen time. But we're not satisfied with that. We would like them to do even more with their kids and getting involved and actually creating Kahoots with them, for example, and this is really a, you know, we're working on ways for them to make really personalized, kid-friendly Kahoots, and then beyond that, sort of connecting them with a wider community of like-minded parents who are also doing the same thing, and then, of course, connecting that back to our efforts with Marketplace and Clever as well, so a couple of key takeaways for the Kahoot! at Home area. You know, kids with Kahoot! get to play fun, engaging learning games, while parents get to improve, of course, screen time and looking forward, connect more with their kids through learning in Kahoot! Kids, learning apps, and all sort of enabled via Kahoot!+ subscription. Students use Kahoot! f or not only, of course, being a participant, but they can also use it for, you know, studying either by themselves or more likely with a group. And they can also use Kahoot! to do really compelling and interactive presentations with Kahoot! + S tudy. And last but not least, friends and family can upgrade to unlock even more content and access more fun extras. And of course, this group is a very important growth segment for other segments, such as business. So we have so many amazing opportunities ahead of us for our Kahoot! at Home. And we're truly, I think, uniquely positioned in this massive market with our brand, localized platform, user base, and global reach. And with that, I'd like to pass you back over to Amanda and hopefully see you in the Q&A. Thank you, Sean. It was great to hear about the business area, Kahoot! at Home and learning all about Kahoot! Kids, Kahoot! Study, and leveraging our huge network in addition to the amazing plans ahead. Now I'm going to pass it off to my colleague Agnete, our VP of Kahoot! Academy. Over to you, Agnete. Thank you, Amanda. Hi, everyone. My name is Agnete Pedersen, and I am responsible for Kahoot! Academy, a business area within the Kahoot! platform ecosystem that focuses on bringing premium content to Kahoot! users everywhere. Today, I will present together with my friend and colleague Craig Narveson, our very own director of strategic partnerships. We'll focus on four core opportunities for Kahoot! Academy's growth today, with most attention to the development of our marketplace for learning resources. You'll also hear about how we work to boost user engagement and retention and how we work with our global creator community. Lastly, Craig will go through how we will expand and grow by offering new B2B solutions, including the solutions and opportunities for our publishing partners. Kahoot! Academy drives the development of Kahoot!'s creator community and content offering. The content from Kahoot! Academy's global community of verified creators and industry-unique content partners currently engages more than 300 million participating players from all over the world every year, across all user segments, from casual social users to teachers and trainers within the corporate space. In December 2021, we released our first commercial product, a content subscription called Kahoot!+ Access Pass that allows all of our users to access a comprehensive library of premium content for a monthly or annual fee. We're also currently in the early access stage of rolling out Kahoot! Marketplace, where we will make it possible for our community of creators to join the global creator economy and monetize their content. Since Kahoot! Academy was established in 2020, we have offered unique content to Kahoot! users from all over the world. We are making it easy, as easy as possible for our users to find exactly the content they are looking for, whether that is a news of the week trivia quiz for Friday Fun or a biology course that goes deeper into the subject matter. Premium content from Kahoot! Academy helps our users to save time, engage with the topic, and it inspires them to come back to Kahoot! for more. This is the best possible foundation for viral growth and also for commercial growth, which leads me into the main topic for my presentation today, Kahoot! Marketplace. As mentioned by several others already today, Kahoot! Marketplace is a global marketplace for learning resources with content made and offered by our creators and partner community. As a first step in building the marketplace, we launched our first content subscription a few months back, and the results so far clearly show a willingness to pay for content on Kahoot! across all user segments, and currently, during our gradual rollout of the marketplace, we are making it possible for more and more creators to monetize their content, and we will continue this gradual rollout during the next months. There is no limit to who can offer their content on Kahoot! Marketplace. Our creator community consists of verified creators from all over the world, from educators to domain and subject matter experts, publishers, and corporations. In other words, there are millions of potential marketplace sellers in the Kahoot! ecosystem who can cover a wide range of topics in all languages, not limited to the languages covered by our platform and for all age groups. And by giving our creators a commercial platform, we are supporting them in joining the fast-growing global creator community economy. For our community, Kahoot! Marketplace represents an opportunity to monetize their content and reach potential buyers everywhere. For Kahoot!, it represents a significant opportunity for opening new revenue streams. So I will now go more into detail on the diverse commercial offering on Kahoot! Marketplace. From this year, we will offer basic learning resources from $2 per item, collections and subscriptions from $3 per month, such as Kahoot! Access Pass, and premium courses from $5 per item. In the near future, we will expand our offering into branded and white-labeled courses, as well as courses for personal and professional development, something Craig will go through a bit later. We will also make it possible for users to pay to subscribe to creator channels, adding even more value to our marketplace and giving even more value back to our community. The opportunity for both immediate growth and future expansion is very promising. Now let's look closer at the market opportunity. The commercial opportunity for Kahoot! Marketplace is, as you can see here, significant. Based on the current solutions we observe in the market for the top five players within the creator-driven learning content space, we estimate the current total addressable market opportunity at approximately $2 billion a year. The global creator economy is expected to grow from approximately $100 billion today to more than $400 billion already next year. So this shows the great potential for growth within this segment. And we are uniquely positioned as we are building a marketplace on top of a world-leading global learning platform. All of our nearly 2 billion annual participating players and users across the whole Kahoot! ecosystem are potential buyers, and all Kahoot! creators are potential sellers. For example, a language learner from Drops can come to Kahoot! Marketplace to learn more about a language. A district leader from one of Clever's 10,000 districts can look to Kahoot! Marketplace for district-wide content packages. A teacher currently using DragonBox to teach math can sign up and become a seller. Additionally, our marketplace will not be limited to one core user type. We will offer content for absolutely all audiences across all business areas. With our beloved and trusted brand, our ecosystem, and our large global and diversified user base, we are uniquely positioned to capture this opportunity. Expanding the offering across our verticals extends the opportunity even further, and now I will hand over to Craig, and he will talk more about the B2B opportunities for Kahoot! Academy, including expanding opportunities for our partners. Take it away, Craig. Thanks, Agnete, and hi, everyone. My name is Craig Narveson, and I have an exciting role at Kahoot! leading the partnerships team. Over the past several years, Kahoot! has cultivated a strong and truly industry-unique set of partners, all highly respected organizations and brands, which reflect our mission to make learning awesome. Our partners include those on this slide and many others, all of whom are important to our success. Our partners are very special to us, and I'm happy to say that the number of our partners is growing at an accelerating rate. For context and at a high level, our partners support distribution, examples of these being Microsoft, Apple, and Google, as Sean mentioned earlier, enhanced Kahoot! gameplay experiences with Unsplash and Vimeo as two recent examples, and of course, high-quality content, including thousands of Kahoot! collections and courses supporting hundreds of millions of players to date, serving all Kahoot! audiences. Our partnerships are a key driver for Kahoot! audience demand, and our extensive audience, in turn, attracts partners. This dynamic relationship works hand in hand and has the clear opportunity for exponential growth, both in terms of Kahoot! audience engagement and the number of Kahoot! partners. Now, let's focus on our content partners, who will play a key role in unlocking the full marketplace opportunity. Currently, over 50 brands are featured on Kahoot!. A few recent additions include for-profit publishers DK, part of Penguin Random House, one of the top five publishers in the world, and Barron's, a leader in test prep. Also, other leading learning brands, such as Minecraft and the World Health Organization, but regardless of the partner, the engagement and extensive audience reach Kahoot! offers are common value threads for our partners. You can see the sentiment reflected in the quotes here. For some partners, brand awareness is key, while for others, it's engagement linked to impact-based objectives. Kahoot! supports both of these and others. Focusing on the Microsoft, sorry, Minecraft partnership, part of Microsoft, since launch in November 2021, over nine million participating players have engaged in their Kahoot! games, 250,000 of which in the first 24 hours after going live on Kahoot!. Our content partners are achieving their engagement goals with Kahoot!, but they're interested in doing even more. To address both the market opportunity and partner interest, we're now building on top of our current technology and expanding the engagement it already supports with the release of Kahoot! Courses, as mentioned in several of earlier presentations today. As you can see in these designs, Courses will support a partner brand-aligned experience as well in both live and single-player experiences, and whether launched from Kahoot! or from a course embedded on a partner's website or channel, thus enabling B2B expansion. Courses not only represent a longer format learning and brand engagement opportunity, but also a richer learner experience, one that goes well beyond Kahoot! alone. As such, our partners can take direct advantage of their own existing resources, such as documents, audio podcasts, and more in the future, supporting an even higher level of commercial value. Further, and importantly, course participants will benefit from course completion certificates. Learners can share their certificates with their follower communities of choice, and adult learners taking a course for professional development can add their certificates to their LinkedIn profiles, with all such actions designed to unlock viral awareness of the course itself. These and other lead generation opportunities will soon be made available to our partners. The enhancements presented here at a high level represent an exciting step change for Kahoot! and for our partners covering all audience segments. With such fully white-labeled experiences, our current and future partners will have the ability to, next slide, create a more fully brand-immersive experience, which can be pulled through the entire learner experience, as you can see here. Our partners will be able to support employee recruitment or training, build a full CSR program, or demonstrate their thought leadership on a specific topic, and so much more. Kahoot! engagement combined with a partner's message in a brand-immersive experience, plus the ability to use the proven Kahoot! platform to generate deeper engagement and revenue, is a strong proposition. I'm very excited to offer this to our most important partners within the coming quarters, and with that, I'll hand back to Agnete. Thank you, Craig. How exciting is that? So looking ahead now, you can see that there will be a lot happening both within this period and over the coming years for Kahoot! Academy and Kahoot! Marketplace. For this back-to-school year, we will officially launch Kahoot! Marketplace, offering a wide range of content from our global creator community and content partners. We will expand the opportunities and revenue potential for our partners and launch upgraded versions of our content subscriptions, both as value adds to our software plans and as standalone offerings. And lastly, we will start expanding Marketplace into Clever's ecosystem, giving access to premium content for schools and school districts. The next couple of years will be focused on scaling the marketplace with more creators, more partners, more resources for sale, and a range of different formats across Kahoot!'s ecosystem. We will develop B2B and partner solutions, including branded and white-labeled experiences. With all of the opportunities we have talked about today, we believe that we have the opportunity to become one of the leading marketplaces for learning content in the world for creators, for publishers, and for students and teachers. To wrap it up, at Kahoot! Academy, we lead with engagement. We support our creators, expand the opportunities for our partners, and with that, as a foundation, we are building one of the leading marketplaces for learning content in the world. With that, I thank you all for your attention. Hope to see you in the Q&A, and I will hand you back over to Amanda. Thank you, Agnete, and thank you, Craig, for going through Kahoot! Academy, the marketplace, and the amazing partnership opportunities. Before we move to our Q&A session, which is the final portion of our presentation today, I'm going to pass it over to Eilert for a quick summary of what we have discussed today. Thank you, Amanda, and thank you for everyone who's been listening into this and being part of today's session. It has really been great to see the fantastic performance that we've been able to achieve across all these different areas of our business, and also, a big thank you to today's presenters, both with the depth of our work initiatives and investments, of course, with the platform foundation from Jostein at the beginning, with the financial dimension of what we're doing, not the least what we're doing in school, both on the Kahoot! side of the fence and in addition on Clever, and what is coming next on the home and social side of usage of Kahoot!, in addition to what we do on Marketplace, which again is, of course, benefiting to all of these different segments and user groups. A nd I think this also summarizes well the value of the different tracks of the businesses and product ranges that we have in Kahoot!. So to wrap that up, I'd like to have a short summary on today's presentation. We have basically gone through the brands. We have seen the fantastic engagement we're able to build on the Kahoot! platform with what we're doing on that really makes a difference when it comes to learning, because that's, in the end of the day, what this is all about. We have a huge addressable total market ahead of us, both at Home, at School, and at Work. And we haven't even started on really making sure that we can get across with our great solutions and the great opportunities in each of these segments. The strength we have in being purpose-led and inclusive and being as customer-centric as remotely possible, combined with being innovative, with over half of our staff focusing on building new great products and services that you have heard and seen how they come to life for these different segments. And of course, the scalable financial model supporting this growth, but also supporting the investment opportunities we have across our own organization and business opportunities. Because in the end of the day, with the scalability that we have built into our organizational model and the way we are managing our resources, it's also truly a foundation and a safety net for being able to operate as a successful, growing company in the future, and last but not least, our unique position in our global market for learning, whether it's from a language perspective, from a segment perspective, and of course, growing with our customers, both from an age and development and usage, is also what is really driving the ecosystem around Kahoot! and the opportunities we have going forward, so again, thank you very much for attending this event. And I'm very happy now to hand over to Amanda to take us through the questions from the Q&A. Thank you, Eilert, for that great overview. We are now ready to move to our final section of our investor day, which is the Q&A. We thank you for your submitted questions. And if we do not get to them, please feel free to reach out. We will start with a question for Trish, the CEO of Clever. So Trish, what portion of the Clever 2025 revenue outlook is U.S. versus international? And how will you speed up the Clever rollout outside the U.S.? Yes, so thanks for that question. We're excited about the international expansion. And the major share of our revenue we still estimate will come from the U.S. also in 2025. The U.S. market offers a lot of growth space. And at this point, we're not ready to give a specific breakdown of the international revenue component. Thank you, Trish. I'm going to keep you here because our next question is also for you, and it comes from Øystein Lodgaard from ABG. What will the pricing model be for Clever's IDM and MFA products? And what do you think the revenue potential for these products can be? Yes, so Clever IDM is currently priced at a per-student price in the district, similar to most other edtech solutions in the industry, and we haven't released our MFA product yet, but the model will likely be pretty similar to that. It's still early days with these offerings, so we're learning a lot. One thing we've learned so far is that while smaller districts can commonly buy and deploy these products through our online channel, our new district sales team will need to be more involved in the larger districts. So how quickly we can grow these offerings in medium and large districts will determine largely the revenue impact, which is still to be determined. Thank you so much, Trish. Our third question is for James, our VP of Kahoot! at Work. And this question is from Øystein Lodgaard from ABG. How much of your growth in Kahoot! at Work comes from customers that sign up themselves online, and how much comes from inbound requests from new or existing customers that you handle with the sales team? Yeah, so customers who sign up online are currently the largest segment within the Kahoot! at Work portfolio overall. So therefore, a significant portion of the growth does come from this segment. However, as we outlined today, we've seen very strong growth in inbound sales for Kahoot! 360 specifically, coming from new and renewing larger accounts, which are delivered by the sales team. So what we can say, we don't have specific numbers to share at this time, but what we can say is that inbound sales of larger accounts are making an increasingly important contribution to the overall growth of the Kahoot! at Work segment. Thank you, James. Our next question is for Ken. How do you see your cost base evolving, and which factors are impacting it most? Yeah, so we expect the operational cost base to have a modest quarter-on-quarter development, where the development and increased team size will be the key factor. We will be focusing on investments into product innovation to secure competitiveness and continued long-term profitable growth. Thank you for that, Ken. Our next question is from the chat here. And how do you expect to grow revenue for the marketplace? And Agnete, since you are VP of Kahoot! Academy, I'm going to pass that one over to you. Sure. So as you have just seen, the marketplace revenue will come from a combination of different initiatives, a combination of revenue from content subscriptions, both standalone and as value adds to our other paid products. It will come from marketplace sales, which means revenue share and licensed content sales, expanding opportunities with partners that you saw that Craig talked about now, and expansion into the B2B segment, and also leveraging the Kahoot! ecosystem, for example, by expanding into Clever. We will do this across all business areas, all user types globally, all over the world. Most importantly, we are building this on top of a world-leading learning platform. That is very unique. I think we have a very good opportunity to see a lot of growth over the next coming years. Thank you so much, Agnete. So we have one final question for today. And Eilert, this one is for you. How resilient is your business towards a more negative economic environment? Thank you. I think that's a great question in today's turbulent market. There is no doubt that what we have both been seeing in the world economy, but also the uncertainty, whether it's related to pandemic or shipment of goods or other issues, the need for companies and organizations to be able to do remote training, to do digital training, and to have flexible solutions, easy-to-use solutions with a low upfront investment is more important and more popular than ever. We believe that as a company with a strong brand, with a distributed organizational setup, and also providing low-priced solutions for all segments, you could buy it as an individual, as a team, and as an organization. We've seen these changes in behavior happening through the pandemic as well, which really makes us resilient to be able to adapt and to offer what customers and organizations really need, also if we will have more turbulent times ahead of us. Of course, with over 50% of our organization focusing on building great new products and services for our customers every day, we also have a very strong ability to continue to invest for what customers and, in the end of the day, learners need to make sure that we are able to deliver an awesome learning experience. Thank you so much, Eilert. Thank you, everyone, for joining us today for Kahoot! Virtual Investor Day. Thank you for your questions and for taking the time to learn about Kahoot!. Thank you also to all of our speakers. Please reach out if we did not get to your question today, and we definitely hope to see you again soon. Bye.
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