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Animation: How the European Map Has Changed Over 2,400 Years

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history of europe video

How the European Map Has Changed Over 2,400 Years

The history of Europe is breathtakingly complex. While there are rare exceptions like Andorra and Portugal, which have had remarkably static borders for hundreds of years, jurisdiction over portions of the continent’s landmass has changed hands innumerable times.

Today’s video comes to us from YouTube channel Cottereau, and it shows the evolution of European map borders starting from 400 BC. Empires rise and fall, invasions sweep across the continent, and modern countries slowly begin to take shape (with the added bonus of an extremely dramatic instrumental).

Below are nine highlights and catalysts that shifted the dividing lines of the European map:

146 BC – A Year of Conquest

146 BC was a year of conquest and expansion for the Roman Republic. The fall of Carthage left the Romans in control of territory in North Africa, and the ransack and destruction of the Greek city-state of Corinth also kickstarted an era of Roman influence in that region. These decisive victories paved the way for the Roman Empire’s eventual domination of the Mediterranean.

117 AD – Peak Roman Empire

The peak of the Roman Empire is one of the more dramatic moments shown on this animated European map. At its height, under Trajan, the Roman Empire was a colossal 1.7 million square miles (quite a feat in an era without motorized vehicles and modern communication tools). This enormous empire remained mostly intact until 395, when it was irreparably split into Eastern and Western regions.

Extent of the Roman Empire

370 AD – The Arrival of the Huns

Spurred on by severe drought conditions in Central Asia, the Huns reached Europe and found a Roman Empire weakened by currency debasement, economic instability, overspending, and increasing incursions from rivals along its borders. The Huns waged their first attack on the Eastern Roman Empire in 395, but it was not until half a century later – under the leadership of Attila the Hun – that hordes pushed deeper into Europe, sacking and razing cities along the way. The Romans would later get their revenge when they attacked the quarreling Goths and Huns, bouncing the latter out of Central Europe.

1241 – The Mongol Invasion of Europe

In the mid-13th century, the “Golden Horde” led by grandsons of Genghis Khan, roared into Russia and Eastern Europe sacking cities along the way. Facing invasion from formidable Mongol forces, central European princes temporarily placed their regional conflicts aside to defend their territory. Though the Mongols were slowly pushed eastward, they loomed large on the fringes of Europe until almost the 16th century.

1362 – Lithuania

Today, Lithuania is one of Europe’s smallest countries, but at its peak in the middle ages, it was one of the largest states on the continent. A pivotal moment for Lithuania came after a decisive win at the Battle of Blue Waters. This victory stifled the expansion of the Golden Horde, and brought present-day Ukraine into its sphere of influence.

1648 – Kleinstaaterei

The end of the Holy Roman Empire highlights the extreme territorial fragmentation in Germany and neighboring regions, in an era referred to as Kleinstaaterei.

holy roman fragments

Even as coherent nation states formed around it, the Holy Roman Empire and its remnants wouldn’t coalesce until Germany rose from the wreckage of the Franco-Prussian War in 1871. Unification helped position Germany as a major power, and by 1900 the country had the largest economy in Europe.

1919 – The Ottoman Empire

The Ottoman Empire – a fixture in Eastern Europe for hundreds of years – was in its waning years by the beginning of the 20th century. The empire had ceded territory in two costly wars with Italy and Balkan states, and by the time the dust cleared on WWI, the borders of the newly minted nation of Turkey began at the furthest edge of continental Europe.

1942 – Expanding and Contracting Germany

At the furthest extent of Axis territory in World War II, Germany and Italy controlled a vast portion of continental Europe. After the war, however, Germany again became fragmented into occupation zones – this time, overseen by the United States, France, Great Britain, and the Soviet Union. Germany would not be made whole again until 1990, when a weakening Soviet Union loosened its grip on East Germany.

1991 – Soviet Dissolution

In the decades following WWII, the political boundaries of the European map remained relatively stable – that is, until the dissolution of the Soviet Union in 1991. Almost overnight, the country’s entire western border splintered into independent nations. When the dust settled, there were 15 breakaway republics, six of which were in Europe.

Bonus: If you liked the video above, be sure to watch this year-by-year account of who ruled territories across Europe.

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Visualizing the Human Impact on the Earth’s Surface

Nearly 95% of the Earth’s surface shows some form of human modification, with 85% bearing evidence of multiple forms of human impact.

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Human Impact on Land

Visualizing the Human Impact on the Earth’s Surface

View the high resolution version of this map by clicking here.

There is little doubt that human activity has impacted the Earth, but to what extent?

As it turns out, nearly 95% of the Earth’s surface shows some form of human modification, with 85% bearing evidence of multiple forms of human impact.

This map by data scientist Hannah Ker outlines the extent of humanity’s modification on terrestrial land ecosystems.

Measuring the Human Impact

This map relies on the Global Human Modification of Terrestrial Systems data set, which tracks the physical extent of 13 anthropogenic stressors across five categories.

  1. Human settlement: population density, built‐up areas
  2. Agriculture: cropland, livestock
  3. Transportation: major roads, minor roads, two tracks, railroads
  4. Mining and energy production: mining, oil wells, wind turbines
  5. Electrical infrastructure: powerlines, nighttime lights

Researchers compiled all these stress factors and scaled their impact from 0 to 1. Then, in order to map the impacts spatially, the surface of land was organized into cells of 1 kilometer in length creating “edges” of varying impact.

These impacts are further organized by biomes—distinct biological communities that have formed in response to a shared physical climate.

Digging into the Data

Only 5% of the world’s lands are unaffected by humans, which amounts to nearly 7 million km² of the Earth’s land, and 44% (59 million km²) is categorized as low modification.

The remainder of land has a moderate to high degree of modification: with 34% categorized as moderate (46 million km²), 13% categorized as high (17 million km²), and 4% categorized as very high modification (5.5 million km²). This latter category is the most visible on the map, with portions of China, India, and Italy serving as focal points.

Below is a look at how Earth’s various biomes fare under this ranking system:

Visualizing the Human Impact on the Earth’s Surface

Out of the 14 biomes studied, the least modified biomes are tundra, boreal forests, deserts, temperate coniferous forests, and montane grasslands. Tropical dry broadleaf forests, temperate broadleaf forests, Mediterranean forests, mangroves, and temperate grasslands are the most modified biomes.

Dense human settlements, agricultural land uses, networks of infrastructure, and industrial activities dominate the more highly modified biomes. These lands are commonly subject to five or more human stressors simultaneously, threatening naturally-occurring ecosystem services.

What are Ecosystem Services?

An ecosystem service is any positive benefit that wildlife or ecosystems provide to people, and they can be sorted into four categories:

  1. Provisioning Services: This is the primary benefit of nature. Humans derive their food, water, and resources from nature.
  2. Regulating: Plants clean air and filter water, tree roots help to keep soil in place to prevent erosion, bees pollinate flowers, and bacterial colonies help to decompose waste.
  3. Cultural Services: Humans have long interacted with the “wild” and it in turn has influenced our social, intellectual, and cultural development. However, the built environment of a city or town separates man from nature and ancient patterns of life. Ecosystems have long served as inspiration for music, art, architecture, and recreation.
  4. Supporting Services: Ecosystems contain the fundamental natural processes that make life possible such as photosynthesis, nutrient cycling, soil creation, and the water cycle. These natural processes bring the Earth to life. Without these supporting services, provisional, regulating, and cultural services wouldn’t exist.

A Delicate Balance

With each encroachment upon habitat, the potential increases for humans to inadvertently upset the careful balance of ecosystem services that have nourished the processes of life on Earth.

As we become more aware of the human impact on the plant, we can make smarter decisions about how our society and economies function—ultimately ensuring that the same ecosystem services are there for future generations.

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Technology

50 Years of Gaming History, by Revenue Stream (1970-2020)

Visualizing 50 years of gaming history, from the first wave of arcades and home consoles to a tsunami of mobile gaming.

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Game-Revenue-Timeline---Shareable-Updated

50 Years of Gaming History, by Revenue Stream (1970-2020)

View a more detailed version of the above by clicking here

Every year it feels like the gaming industry sees the same stories—record sales, unfathomable market reach, and questions of how much higher the market can go.

We’re already far past the point of gaming being the biggest earning media sector, with an estimated $165 billion revenue generated in 2020.

But as our graphic above helps illustrate, it’s important to break down shifting growth within the market. Research from Pelham Smithers shows that while the tidal wave of gaming has only continued to swell, the driving factors have shifted over the course of gaming history.

1970–1983: The Pre-Crash Era

At first, there was Atari.

Early prototypes of video games were developed in labs in the 1960s, but it was Atari’s release of Pong in 1972 that helped to kickstart the industry.

The arcade table-tennis game was a sensation, drawing in consumers eager to play and companies that started to produce their own knock-off versions. Likewise, it was Atari that sold a home console version of Pong in 1975, and eventually its own Atari 2600 home console in 1977, which would become the first console to sell more than a million units.

In short order, the arcade market began to plateau. After dwindling due to a glut of Pong clones, the release of Space Invaders in 1978 reinvigorated the market.

Arcade machines started to be installed everywhere, and new franchises like Pac-Man and Donkey Kong drove further growth. By 1982, arcades were already generating more money than both the pop music industry and the box office.

1985–2000: The Tech Advancement Race

Unfortunately, the gaming industry grew too quickly to maintain.

Eager to capitalize on a growing home console market, Atari licensed extremely high budget ports of Pac-Man and a game adaptation of E.T. the Extra Terrestrial. They were rushed to market, released in poor quality, and cost the company millions in returns and more in brand damage.

As other companies also looked to capitalize on the market, many other poor attempts at games and consoles caused a downturn across the industry. At the same time, personal computers were becoming the new flavor of gaming, especially with the release of the Commodore 64 in 1982.

It was a sign of what was to define this era of gaming history: a technological race. In the coming years, Nintendo would release the Nintendo Entertainment System (NES) home console in 1985 (released in Japan as the Famicom), prioritizing high quality games and consistent marketing to recapture the wary market.

On the backs of games like Duck Hunt, Excitebike, and the introduction of Mario in Super Mario Bros, the massive success of the NES revived the console market.

Estimated Total Console Sales by Manufacturer (1970-2020)

ManufacturerHome Console salesHandheld Console SalesTotal Sales
Nintendo318 M430 M754 M
Sony445 M90 M535 M
Microsoft149 M-149 M
Sega64-67 M14 M81 M
Atari31 M1 M32 M
Hudson Soft/NEC10 M-10 M
Bandai-3.5 M3.5 M

Source: Wikipedia

Nintendo looked to continue its dominance in the field, with the release of the Game Boy handheld and the Super Nintendo Entertainment System. At the same time, other competitors stepped in to beat them at their own game.

In 1988, arcade company Sega entered the fray with the Sega Mega Drive console (released as the Genesis in North America) and then later the Game Gear handheld, putting its marketing emphasis on processing power.

Electronics maker Sony released the PlayStation in 1994, which used CD-ROMs instead of cartridges to enhance storage capacity for individual games. It became the first console in history to sell more than 100 million units, and the focus on software formats would carry on with the PlayStation 2 (DVDs) and PlayStation 3 (Blu-rays).

Even Microsoft recognized the importance of gaming on PCs and developed the DirectX API to assist in game programming. That “X” branding would make its way to the company’s entry into the console market, the Xbox.

2001–Present: The Online Boom

It was the rise of the internet and mobile, however, that grew the gaming industry from tens of billions to hundreds of billions in revenue.

A primer was the viability of subscription and freemium services. In 2001, Microsoft launched the Xbox Live online gaming platform for a monthly subscription fee, giving players access to multiplayer matchmaking and voice chat services, quickly becoming a must-have for consumers.

Meanwhile on PCs, Blizzard was tapping into the Massive Multiplayer Online (MMO) subscription market with the 2004 release of World of Warcraft, which saw a peak of more than 14 million monthly paying subscribers.

All the while, companies saw a future in mobile gaming that they were struggling to tap into. Nintendo continued to hold onto the handheld market with updated Game Boy consoles, and Nokia and BlackBerry tried their hands at integrating game apps into their phones.

But it was Apple’s iPhone that solidified the transition of gaming to a mobile platform. The company’s release of the App Store for its smartphones (followed closely by Google’s own store for Android devices) paved the way for app developers to create free, paid, and pay-per-feature games catered to a mass market.

Now, everyone has their eyes on that growing $85 billion mobile slice of the gaming market, and game companies are starting to heavily consolidate.

Major Gaming Acquisitions Since 2014

DateAcquirerTarget and SectorDeal Value (US$)
Apr. 2014FacebookOculus - VR$3 Billion
Aug. 2014AmazonTwitch - Streaming$970 Million
Nov. 2014MicrosoftMojang - Games$2.5 Billion
Feb. 2016Activision BlizzardKing - Games$5.9 Billion
Jun. 2016TencentSupercell - Games$8.6 Billion
Feb. 2020Embracer GroupSaber Interactive - Games$525 Million
Sep. 2020MicrosoftZeniMax Media - Games$7.5 Billion
Nov. 2020Take-Two InteractiveCodemasters - Games$994 Million

Console makers like Microsoft and Sony are launching cloud-based subscription services even while they continue to develop new consoles. Meanwhile, Amazon and Google are launching their own services that work on multiple devices, mobile included.

After seeing the success that games like Pokémon Go had on smartphones—reaching more than $1 billion in yearly revenue—and Grand Theft Auto V’s record breaking haul of $1 billion in just three days, companies are targeting as much of the market as they can.

And with the proliferation of smartphones, social media games, and streaming services, they’re on the right track. There are more than 2.7 billion gamers worldwide in 2020, and how they choose to spend their money will continue to shape gaming history as we know it.

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