Kahoot!
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After raising $215 million from SoftBank to double down on the surge of interest in online learning, Kahoot has made an acquisition to expand the scope of subjects that it covers. The popular startup, which lets people build and share educational games, has picked up Drops, a startup that helps people learn languages by way of short picture and word-based games. The plan is to integrate more Kahoot features into Drops’ apps, and to bring some of Drops’ content into the main Kahoot platform.
Kahoot, which trades a part of its shares through Norway’s alternative exchange the Merkur Market and currently has a market cap of over $3 billion, said in an announcement that it would pay $31 million in cash, plus up to $19 million more in cash and shares, based on Drops meeting certain targets between now and 2022. The deal is expected to close this month, and is the company’s biggest to date.
Drops makes three main apps. First is an eponymous freemium app, with free and paid features, that helps adults learn new languages, currently some 42 in all, with a focus on vocabulary, built around five-minute, “snackable” sessions. A second app, Scripts, is aimed at learning to read, write and sign, and it covers four alphabets and four character-based writing systems. A third, Droplets, is aimed specifically at language learning for learners aged between eight and 17. Altogether Drops has clocked up 25 million users.
Notably, one reason it might be off TechCrunch’s (and the startup world’s) radar is that it was bootstrapped. (It did go through an accelerator, GameFounders.) But it has had some notable accolades, including getting named app of the year by Google in 2018.
The startup was founded in Estonia and has 21 employees, with no “head office” as such, with the team spread across Estonia, U.S., U.K., Spain, Italy, France, Germany, Sweden, the Netherlands, Hungary, Ukraine and Russia. This could be one reason why it’s kept costs low: in 2019 it reported gross revenues of $7.5 million (€6.3 million), with cash conversion of 40%.
For some more context, Kahoot — which is also backed by the likes of Microsoft, Disney and Northzone — says that in the last 12 months, more than 1 billion participating players in over 200 countries attended over 200 million Kahoot sessions. That figure includes both educational users of its free services, as well as enterprises, which pay to build and use games (for example related to professional development or business compliance) on the platform.
“We are thrilled to welcome Drops to the expanding Kahoot! family as we advance towards our vision to become the leading learning platform in the world,” said Eilert Hanoa, the CEO of Kahoot, in a statement. “Drops’ offerings and innovative learning model are a perfect match to Kahoot!’s mission of making learning awesome through a simple, game-based approach. Drops and language learning becomes the latest addition to our growing offering of learning apps for learners of all ages and abilities. We will continue to expand in new areas to make Kahoot! the ultimate learning destination, at home, school or work, and to make learning awesome!”
The COVID-19 pandemic has led to a bonanza for educational apps, which are collectively seeing a huge rush of usage in the last year.
For students, educators and parents, they have become a way of connecting and teaching at a time when physical schools are either closed, or drastically curtailed in what they can do, in order to help limit the spread of the novel coronavirus.
Businesses and other organizations, on the other hand, are leaning on e-learning as a way of keeping connected with staff, engaging them and training them at a time when many are working from home.
It might seem ironic that at a time when travel has been drastically limited, if not completely halted altogether, for many of us, language learning has seen an especially big boom.
Maybe it’s about making hay — that is, using the moment to get yourself ready for a time in the future when you might actually get to use your newly acquired foreign language skills. Or maybe it’s just another option for distracting or occupying ourselves in a more constructive way. Whatever might be the motivation or cause, the effect is that language learning is on the up.
Most recently, Duolingo — which incidentally also uses game-based concepts, where you enter a leaderboard for your learning and your daily sessions become winning streaks — raised $35 million on a $2.4 billion valuation, a huge jump for the company.
Kahoot cites figures that predict that digital language learning will be an $8 billion+ market by 2025 and describes Drops as “one of the fastest-growing language platforms in the world.”
“The entire Drops team has spent the last five years building a new way to learn language, and we’re just getting started,” said Daniel Farkas, co-founder and CEO, Drops, in a statement. “We’ve introduced millions of users across the globe to our playful, dynamic approach to language learning. Kahoot! is doing the same for all types of learning. We’re excited to work with such a mission-aligned company to introduce the Drops platform to game-loving learners everywhere.”
This is Kahoot’s fourth acquisition, and its biggest to date. As with Drops, previous M&A deals were made to bolt on new areas of expertise to the platform, such as maths learning for students and more tools to manage enterprise users.
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This is The TechCrunch Exchange, a newsletter that goes out on Saturdays, based on the column of the same name. You can sign up for the email here.
It was an active week in the technology world broadly, with big news from Facebook and Twitter and Apple. But past the headline-grabbing noise, there was a steady drumbeat of bullish news for unicorns, or private companies worth $1 billion or more.
The Exchange spent a good chunk of the week looking into different stories from unicorns, or companies that will soon fit the bill, and it’s surprising to see how much positive financial news there was on tap even past what we got to write about.
Databricks, for example, disclosed a grip of financial data to TechCrunch ahead of regular publication, including the fact that it grew its annual run rate (not ARR) to $350 million by the end of Q3 2020, up from $200 million in Q2 2019. It’s essentially IPO ready, but is not hurrying to the public markets.
Sticking to our theme, Calm wants more money for a huge new valuation, perhaps as high as $2.2 billion which is not a surprise. That’s more good unicorn news. As was the report that “India’s Razorpay [became a] unicorn after its new $100 million funding round” that came out this week.
Razorpay is only one of a number of Indian startups that have become unicorns during COVID-19. (And here’s another digest out this week concerning a half-dozen startups that became unicorns “amidst the pandemic.”)
There was enough good unicorn news lately that we’ve lost track of it all. Things like Seismic raising $92 million, pushing its valuation up to $1.6 billion from a few weeks ago. How did that get lost in the mix?
All this matters because while the IPO market has captured much attention in the last quarter or so, the unicorn world has not sat still. Indeed, it feels that unicorn VC activity is the highest we’ve seen since 2019.
And, as we’ll see in just a moment, the grist for the unicorn mill is getting refilled as we speak. So, expect more of the same until something material breaks our current investing and exit pattern.
What do unicorns eat? Cash. And many, many VCs raised cash in the last seven days.
A partial list follows. It could be that investors are looking to lock in new funds before the election and whatever chaos may ensue. So, in no particular order, here’s who is newly flush:
All that capital needs to go to work, which means lots more rounds for many, many startups. The Exchange also caught up with a somewhat new firm this week: Race Capital. Helmed by Alfred Chuang, formerly or BEA who is an angel investor now in charge of his own fund, the firm has $50 million to invest.
Sticking to private investments into startups for the moment, quite a lot happened this week that we need to know more about. Like API-powered Argyle raising $20 million from Bain Capital Ventures for what FinLedger calls “unlocking and democratizing access to employment records.” TechCrunch is currently tracking the progress of API-led startups.
On the fintech side of things, M1 Finance raised $45 million for its consumer fintech platform in a Series C, while another roboadvisor, Wealthsimple, raised $87 million, becoming a unicorn at the same time. And while we’re in the fintech bucket, Stripe dropped $200 million this week for Nigerian startup Paystack. We need to pay more attention to the African startup scene. On the smaller end of fintech, Alpaca raised $10 million more to help other companies become Robinhood.
A few other notes before we change tack. Kahoot raised $215 million due to a boom in remote education, another trend that is inescapable in 2020 as part of the larger edtech boom (our own Natasha Mascarenhas has more).
Turning from the private market to the public, we have to touch on SPACs for just a moment. The Exchange got on the phone this week with Toby Russell from Shift, which is now a public company, trading after it merged with a SPAC, namely Insurance Acquisition Corp. Early trading is only going so well, but the CEO outlined for us precisely why he pursued a SPAC, which was actually interesting:
So now Shift is public and newly capitalized. Let’s see what happens to its shares as it gets into the groove of reporting quarterly. (Obviously, if it flounders, it’s a bad mark for SPACs, but, conversely, successful trading could lead to a bit more momentum to SPAC-mageddon.)
A few more things and we’re done. Unicorn exits had a good week. First, Datto’s IPO continues to move forward. It set an initial price this week, which could value it above $4 billion. Also this week, Roblox announced that it has filed to go public, albeit privately. It’s worth billions as well. And finally, DoubleVerify is looking to go public for as much as $5 billion early next year.
Not all liquidity comes via the public markets, as we saw this week’s Twilio purchase of Segment, a deal that The Exchange dug into to find out if it was well-priced or not.
We’re running long naturally, so here are just a few quick things to add to your weekend mental tea-and-coffee reading!
Next week we are digging more deeply into Q3 venture capital data, a foretaste of which you can find here, regarding female founders, a topic that we returned to Friday in more depth.
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After announcing a modest $28 million raise earlier this year, the user-generated gamified e-learning platform Kahoot today announced a much bigger round to double down on the current surge in demand for remote education.
The Norwegian startup — which has clocked 1.3 billion “participating players” in the last 12 months — has picked up $215 million from SoftBank, specifically by way of a “private placement to a subsidiary of SoftBank Group Corp., through issuance of 43,000,000 new shares.” The placement was made at 46 Norwegian Krone per share, working out to NOK1,978 million (or $215 million), and the funding will be used for acquisitions and also to continue its expansion.
Kahoot is traded on the Merkur Market in Oslo — a stepping stone between being a fully private startup and a publicly listed company — and today the company is trading more than 15% up on the news. At market open today, it was valued at NOK22.2 billion, or about $2.4 billion — so by the end of the day that market cap is likely to have gone up as a result of today’s investment.
“Kahoot! is experiencing strong momentum and accelerated adoption as enterprises increasingly seek engaging, trustworthy and user-friendly ways to build corporate culture, educate and interact,” the company noted in a statement. “At the same time, schools and educators are looking to enhance the learning experience, whether virtually or in the classroom. The Company intends to use the net proceeds from the Private Placement to finance accelerated growth through value-creating non-organic opportunities and continue to build a unique platform company.”
We are reaching out to SoftBank for a direct comment on the news — which was announced by Kahoot in the briefest of terms necessary for disclosure as a publicly traded company — and will update as we learn more.
Update: A spokesperson said SoftBank declined to provide further comment.
SoftBank has had a long track record with investing in both gaming and online education, backing the likes of Supercell (another European gaming hit startup, now majority owned by Tencent), and most recently Unacademy, an e-learning startup in India.
Indeed, the company has been one of the more prolific investors in the startup world, both from SoftBank Group as well as via its Vision Fund and other related VC funds that it has set up.
Not all of those investments have been great: The company has come under fire for sinking hundreds of millions into growth rounds for buzzy startups that hemorrhaged cash and failed to turn a profit — OYO, WeWork and Uber being prime examples — and in some cases appeared to be run in a way that didn’t indicate that they would turn things around anytime soon. The takeaway message for some was that SoftBank, once a gold standard in investing, felt hasty and poorly managed itself.
But despite that, it has continued to remain very active, and the head of the Vision Fund, Rajeev Misra, recently highlighted e-learning as one of the three areas it’s focusing on for investments at the moment, in light of COVID-19.
Kahoot, meanwhile, has been building a two-pronged business: first, a platform aimed at school children to build and use, and browse and use others’ online learning content; and second, a platform where corporates can build, use, and use others’ corporate training materials. The former puts an emphasis on free usage, while the latter is a paid product.
In both cases, Kahoot’s content is built around the idea of gamification — learning designed as games — to make the process more fun and engaging. It has described itself as the “Netflix of Education” — but I think of it a little more like YouTube, because of the user-generated element of a lot of the material.
Kahoot has been successful in its model so far. It says that it has had 1.3 billion participating players, with 200 million games played and 100 million user-generated Kahoots, in the last 12 months.
As a point of comparison, last month, when it announced an acquisition to boost its corporate learning business — it bought an enterprise engagement platform called Actimo for about $33 million — it said that it had counted some 1 billion “participating players,” on top of some 4.4 billion users, since first launching the platform in 2013.
In its Q3 earnings released earlier this month, the company said it posted invoiced revenue of $11.6 million, up 240% increase on the same quarter a year earlier. It posted $5.2 million in positive cash flow from operations, compared to $-0.6 million in Q3 2019, and had 360,000 paid subscriptions, up 160% on the year earlier.
SoftBank is not the company’s first high-profile investor. Other backers in the company include Microsoft and Disney, as well as the well-known regional VCs Northzone and Creandum. The company tells me it has now raised a total of $325 million (based on current exchange rates).
Online education has been on a slow incline for years, as schools and students turn to the internet to supplement and in some cases replace teaching in physical classrooms, tapping into infrastructure that has further reach, in some cases (like higher education) costs less and is popular with students.
But, as with some other areas of tech, 2020 has seen that trend accelerate drastically as many schools have reduced teaching or shut down altogether in an effort to curtail the spread of the novel coronavirus that leads to COVID-19.
That has led to a huge boost of activity — sometimes quite urgent and not as a choice but a necessity — and investor attention in the last year for e-learning startups. Others announcing funding in the last couple of months have included Outschool (which raised $45 million and is now profitable), Homer (raised $50 million from an impressive group of strategic backers), Unacademy (raised $150 million) and the juggernaut that is Byju’s (most recently picking up $500 million from Silver Lake).
Alongside e-learning, gaming companies have been one of the categories of tech that have had a windfall of sorts this year by providing content to divert and occupy people as some normal activities have been curtailed because of the global health pandemic. Just yesterday the gaming giant Roblox, last valued at $4 billion, announced that it had quietly filed to go public.
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Norwegian company Kahoot originally made its name with a platform that lets educators and students create and share game-based online learning lessons, in the process building up a huge public catalogue of gamified lessons created by its community. Today the startup — now valued at more than $2 billion — is announcing an acquisition to give a boost to another segment of its business: corporate customers.
Kahoot has acquired Danish startup Actimo, which provides a platform for businesses to train and engage with employees. Kahoot said that the purchase is being made with a combination of cash and shares, and works out to a total enterprise value of between $26 million and $33 million for the smaller company, with the sale expected to be completed in October 2020.
It may sound like a modest sum in a tech market where companies are currently and regularly seeing paper valuations in the hundreds of millions at Series A stage, but it also presents a different kind of trajectory both for founders and their investors.
This is actually a strong exit for Actimo, which had raised less than $500,000, according to data from PitchBook. And it puts Actimo under the wing of a company that has been scaling globally fast, finding — like others in the areas of online education and remote working — that the current state of social distancing due to COVID-19 is resulting in a boost to its business.
To give you an idea of the scale and growth of Kahoot, the company says that currently it has over 1 billion “participating players,” on top of some 4.4 billion users in aggregate since first launching the platform in 2013. In the last 12 months, some 200 million games have been played on its platform. In June, when Kahoot announced that it had raised $28 million in funding, it told us that 100 million games had been played.
In light of its growth and the future opportunity — even putting aside the progression of the coronavirus, it looks like remote work and remote learning will at least become a lot more common as a longer-term option — the company has also seen a rise in its valuation. With some of its shares traded on the Merkur Market in Norway, the company currently has a market cap of 18.716 billion Norwegian Krone, which at today’s rates is about $2.08 billion. That figure was $1.4 billion in June.
Kahoot’s targeting of the corporate sector is not new. The company has been building a business in this space for years. It says that in the last 12 months, it logged 2 million sessions across 20 million participating “players” of its corporate training “games,” with some 97% of the Fortune 500 among those users. Customers include the likes of Facebook (for sales training), Oyo (hospitality training and onboarding) and Qualys (for taking polls during a conference), among others.
Critically, while a lot of Kahoot’s audience is in education, it’s corporate that most of the revenues come in — one reason why it’s keen to grow that segment with more services and users.
The aim with Actimo, Kahoot says, is to build out a product set aimed at helping organisations with company culture — which, with many organisations now going on eight months and counting of entire teams working regularly outside of their physical offices, has grown as a priority.
Keeping a team feeling like a team, and an individual feeling more than a transactional regard for an employer, is not a simple thing in the best of times. Now, as we continue to work physically away from each other, it will take even more tools and efforts to get the balance right.
In that context, Actimo’s solution is just one aspect, but potentially an interesting one: it has built a platform where employees can track the training that they have done or need to do, engage with other co-workers, and provide feedback, and employers can use it to generally track and encourage how employees are engaging across the company and its various efforts. It counts some 200 enterprises, including Circle K, Hi3G and Compass Group, among its customers, and has current ARR of $5 million.
For comparison, Kahoot, in its Q2 financials published in August, reported ARR of $25 million, with invoiced revenue for the quarter at $9.6 million, growing some 317% on the same quarter a year before. The company has also raised some $110 million in private funding from the likes of Microsoft and Disney.
As Kahoot looks to find more than just a transient place in a company’s IT and software fabric — transience of attention always being a risk with anything gaming-based — it makes a lot of sense to pick up Actimo and work on ways of coupling the platform with its other corporate work. You can also imagine a time when it might create a similar kind of dashboard for the educational sector.
“We are excited to welcome the Actimo team to be part of the fast-growing Kahoot! family,” said Kahoot CEO, Eilert Hanoa, in a statement. “This acquisition will further extend Kahoot!’s corporate learning offerings, by providing solutions tailored for the frontline segment, as well as to solidify company culture and engagement among remote and distributed teams in companies of all types and sizes. This continues our expressed ambition to also grow through M&A by adding strategic capabilities that we can leverage across our global platform.”
“We are thrilled to join forces with Kahoot! in our mission to develop next-level solutions that connect remote employees and boost employee engagement and productivity,” said Eske Gunge, CEO at Actimo, in a statement. “Being part of Kahoot! and with our experience from working with innovative and ambitious enterprises across industries, we can together set a new standard for corporate learning and engagement.”
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As schools stay closed and summer camp seems more like a germscape than an escape, students are staying at home for the foreseeable future and have shifted learning to their living rooms. Now, Norwegian educational gaming company Kahoot — the popular platform with 1.3 billion active users and over 100 million games (most created by users themselves) — has raised a new round of funding of $28 million to keep up with demand.
The Oslo-based startup, which started to list some of its shares on Oslo’s Merkur Market in October 2019, raised the $28 million in a private placement, and said it also raised a further $62 million in secondary shares. The new equity investment included participation from Northzone, an existing backer of the startup, and CEO Eilert Hanoa. While it’s not a traditional privately held startup in the traditional sense, at the market close today, the company’s valuation was $1.39 billion (or 13.389 billion Norwegian krone).
Existing investors in the company include Disney and Microsoft, and the company has raised $110 million to date.
Kahoot launched in 2013 and got its start and picked up most of its traction in the world of education through its use in schools, where teachers have leaned on it as a way to provide more engaging content to students to complement more traditional (and often drier) curriculum-based lessons. Alongside that, the company has developed a lucrative line of online training for enterprise users as well.
The global health pandemic has changed all of that for Kahoot, as it has for many other companies that built models based on classroom use. In the last few months, the company has boosted its content for home learning, finding an audience of users who are parents and employers looking for ways to keep students and employees more engaged.
The company says that in the last 12 months it had active users in 200 countries, with more than 50% of K-12 students using Kahoot in a school year in that footprint. On top of that, it is also used in some 87% of “top 500” universities around the world, and that 97% of Fortune 500 companies are also using it, although it doesn’t discuss what kind of penetration it has in that segment.
It seems that the coronavirus outbreak has not impacted business as much as it has in some sectors. According to the midyear report it released earlier this week, Q2 revenue is expected to be $9 million, 290% growth compared to last year and 40% growth compared to the previous quarter, and for the full year 2020, it expects revenue between $32 million and $38 million, with a full IPO expected for 2021.
As it has been doing even prior to the coronavirus outbreak, Kahoot has also continued to invest in inorganic growth to fuel its expansion. In May, it acquired math app maker DragonBox for $18 million in cash and shares. The company also runs an accelerator, Kahoot Ignite, to spur more development on its platform.
However, Hanoa said that Kahoot is shifting its focus to now also work with more mature edtech businesses.
“When we started out, we were primarily receiving requests on early stage products,” he said. “Now we have the opportunity to consider mature services for either integration or corporation. It’s a different focus.”
Update: A previous version of this story said that DragonBox was acquired in March. It was acquired in May. The story has been updated to reflect this change.
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On the back of Disney increasing its shareholding in Oslo-based Kahoot to four percent last week, Kahoot today announced a new initiative that helps to position the popular startup — which already has 60 million games and has seen over 1 billion players engage on its platform over the last year — as the “Netflix for education apps.”
It’s launching Kahoot! Ignite, a new accelerator for like-minded startups that are pushing the boundaries of education through gaming and other means.
In addition to that, Kahoot today also said it would move stock exchanges in its home market of Norway, going from the smaller OTC exchange to the Merkur Market, which CEO and co-founder Åsmund Furuseth explained in an interview is also an exchange for private companies, but one that will be able to provide more transparency to the startup’s bigger investors en route to an eventual full public listing. As of last week’s Disney news, the startup is now valued at $376 million.
Participating in the Ignite accelerator, Furuseth said, will give Kahoot the option to invest in startups in each cohort, and if it makes sense for the startup in question, they will build content that will be usable on the Kahoot platform.
“We have close to $30 million in the bank and are in a financial market where we can get more capital,” he said. “We don’t need to invest, but if we want to, we can.”
The startup today has some 60 million games on its platform, with a good portion of those created by users themselves (making it more like a YouTube than a Netflix). The idea is that bringing in outside developers (in this case, by way of the accelerator) could inject more innovation and interesting takes on the concept of “educational gaming” — not unlike how Netflix and Amazon engage outside studios to develop originals for its platform, alongside what they develop themselves or buy in through deals with rights holders.
In addition to the carrots of investment and distribution on the Kahoot platform — which is likely to hit 100 million monthly active users this month (Furuseth said he was confident of the number today) — Kahoot is offering mentorship to potential cohorts in areas like monetization and product development. Given the fact that educational aides can come in all shapes and sizes, that might not take the form of a piece of content for the Kahoot platform.
“Putting something on Kahoot could be an outcome, but we’re also interested in ‘network products,’ which have the same desire to enable learning,” Furuseth said.
The company today has a double focus, with games for K-12 students as well as for enterprise environments. “Learning is the main topic,” he added. “We like to have the mix.”
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School’s back in session and a startup that’s building games to help students learn has moved to the top of the class. Kahoot — the educational gaming startup out of Norway that has been a quick hit with schools in the US and elsewhere — today announced that it has raised 126.5 million Norwegian krone (around $15.4 million), its second round this year, at a valuation of about 2.55 billion krone ($300 million), tripling its valuation in 7 months.
For some context, the company raised $17 million in March at a $100 million valuation.
Kahoot has been around since 2006 — originally as a gamified education app called Lecture Quiz — although its rise in popularity and usage has been a more recent shift, dovetailing with how teachers are increasingly using more learning aids that are in tune with two of the more popular pastimes among kids these days: playing around on devices with screens, and playing games.
Kahoot is a notable standout at a time when gaming among kids is dominated by Fortnite, a top-grossing app, but a controversial one because of how addictive it is. (Even Prince Harry — yes, Prince Harry — has weighed in on this one.)
Åsmund Furuseth, Kahoot’s CEO and co-founder, said in an interview that the money will be used to continue investing in building the platform, and also to make acquisitions — likely to be announced in the next couple of months.
“It’s about strengthening our position in learning and the platform,” he said in an interview. This latest round comes from Nordic investors in the company led by existing investor Datum AS, and Furuseth said that there is likely to be another round in the company that brings in international investors and strategic backers.
“Disney is an investor already and they have an option to become a larger shareholder,” he noted. Others that have already backed Kahoot include Microsoft and Northzone. “This round was specifically around the Nordic region and Nordic investment bankers, who were interested in acquiring shares because of our growth and what we are doing in the learning space.”
As we have written before, Kahoot in January this year passed the 70 million user mark with about a 50 percent penetration among K-12 students in the US, with about 51 million games created on the platform.
Furuseth today said that the company is on track to pass 100 million users by the end of this year, with rises in its other metrics. Alongside its push into the K-12 education sector, it’s also been growing its enterprise line, building “games” for businesses to use in helping onboard employees and other services.
“Our largest amount of users come from the education sector, but when it comes to revenue and growth, it’s the business segment that is larger,” he said. The plan is to continue building products for audiences, he added.
He did not say whether the company is closer to being cash-flow positive. Notably, he took over as CEO earlier this year on a platform of aiming for just that, after a period in which the company appeared to be bulking up quickly with an ambitious plan to ink content partnerships and build out more products.
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