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Kahoot is a digital learning and engagement platform company that is helping kids learn during the pandemic. And in the fourth quarter of 2021, the company generated 137% revenue growth to $107.2 million in bookings in 2021.
The Norwegian company has more than a million paying subscribers and it has grown to more than seven billion non-unique participants since its launch, with two billion of those in the last 12 months. And the company has more than 420 employees. It recently launched Kahoot Multiplication by DragonBox for iOS and Android, the latest in a series of math apps. It has more than 20 minigames aimed at challenging kids with their multiplication skills and making learning fun. Kahoot also partnered with Microsoft’s Minecraft: Education Edition to launch free learning content as part of their Hour of Code: TimeCraft program. I talked about the growth in the market and the opportunities with Eilert Hanoa, CEO.
Here’s an edited transcript of our interview.
VentureBeat: What’s most interesting to you about where Kahoot is now, and where it’s going?
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Eilert Hanoa: As far as an overview, we’ve been building Kahoot since we launched back at SXSW in 2013. We’ve been growing organically since then. We’re one of the few companies not spending any money on paid ads, but rather using the strength of the user base and earned traffic as the way to grow. We’ve had a pretty cool journey behind us when it comes to growth. We just passed 7 billion non-unique participating players. We had 2 billion non-unique participating players last year. We reached $100 million in billing last year, and we
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