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Infection Trajectory: See Which Countries are Flattening Their COVID-19 Curve

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NOTE: This chart updates daily with new data. Also, the search button in the lower–left corner allows filtering of specific countries.

At the outset of 2020, the world looked on as China grappled with an outbreak that seemed be spiraling out of control.

Two months later, the situation is markedly different. After aggressive testing and quarantine efforts, China’s outbreak of Novel Coronavirus (COVID-19) appears to be leveling off.

Now, numerous countries around the world are in the beginning stages of managing their own outbreaks. March 15th, 2020, marked a significant statistical milestone for this, as confirmed cases of COVID-19 outside of China surpassed the Chinese total.

The tracker above, by Our World in Data, charts the trajectory of the growing number of countries with more than 100 confirmed cases of COVID-19. As the number of new infections reported around the world continues to grow, which countries are winning the battle against COVID-19, and which are still struggling to slow the rate of infection?

What’s Your National Infection Trajectory?

As of publishing time, 39 countries have passed the threshold of 100 confirmed cases, with many more countries on the cusp. By comparing infection trajectories from the 100 case mark, we’re able to see a clearer picture of how quickly the virus is spreading within various countries.

A rapid “doubling rate” can spell big trouble, as even countries with advanced healthcare systems can become overwhelmed by the sheer number of cases. This was the case in the Lombardy region of Italy, where hospitals were overloaded and an increasing number of medical staff are under quarantine after testing positive for the virus. Nearly 10% of COVID-19 patients in Lombardy required intensive care, which stretched resources to their breaking point.

Other countries are looking to avoid this situation by “flattening the curve” of the pandemic. In other words, preventing and delaying the spread of the virus so that large portions of the population aren’t sick at the same time.

flattening the covid19 curve

Original concept by Drew Harris

Everything’s Canceled

While all the countries on this tracker are united behind a common goal – stamping out COVID-19 as soon as possible – each country has its own approach and unique challenges when it comes to keeping their population safe. Of course, countries that are just beginning to experience exponential growth in case numbers have the benefit of learning from mistakes made elsewhere, and adopting ideas that are proving successful at slowing the rate of infection.

Many jurisdictions are implementing some or all of these measures to help flatten the curve:

  • Quarantining
  • Encouraging social distancing
  • Encouraging working from home
  • Closing schools and other institutions
  • Placing hard limits on the size of crowds at events

The following chart explains why this last measure is critical to limiting the spread of the virus.

event risk assessment chart

View the interactive Event Risk Assessment Tool here.

In scenario B above, which assumes just 20,000 active cases of COVID-19 in the U.S., there’s nearly a 50% chance an infected person will be attending a 10,000 person conference or sporting event. This is precisely the reason why temporary limits on crowd size are popping up in many jurisdictions around the world.

Direct losses due to canceled tech conferences alone, such as SXSW and the Electronic Entertainment Expo, have already surpassed the $1 billion mark, but despite the short-term economic pain of cancellations and decreased entertainment spending, the costs of business-as-usual could be incalculable.

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Charting Grand Theft Auto: GTA’s Budget and Revenues

Dive into the GTA budget through the years, with GTA VI set to be the most expensive video game of all time.

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A cropped chart comparing the GTA budget and revenue across three game titles.

Charting Grand Theft Auto: GTA’s Budget and Revenues

Over 10 years since the launch of Grand Theft Auto V (GTA V), the second most-sold video game in history, Rockstar Games has announced its sequel GTA VI will be “coming 2025.”

As the anticipation only grows for this next big entry in the franchise, we take a look at the GTA budget through the years. How much have the last two games cost to make, how much have they earned, and how do they compare with the latest entry?

Data for this visualization comes from Statista, TweakTown, and Twitch Metrics.

How Much Has GTA VI Cost to Make?

The GTA franchise has grown enormously in scale from humble beginnings as a top-down, 2D video game in 1997. Fifteen installments later, the upcoming release, GTA VI, is estimated to be the most expensive video game to be made yet.

Here’s a look at how much GTA VI and the last two major releases cost, and how much revenue they’ve earned as of August 2023.

YearTitleProduction Costs ($)Revenue ($)Copies Sold
2025 (est.)GTA VI$2B (rumored)N/AN/A
2013GTA V $265M$7.7B185M
2008GTA IV$100M$2B25M

In 2008, GTA IV cost around $100 million—already a budget that rivalled big Hollywood releases. However with 25 million copies sold, the game earned nearly $2 billion—a five-fold return on its production cost.

Five years later, GTA V (2013) cost more than $200 million to make—twice GTA IV’s budget. A decade after its release, GTA V has generated close to $8 billion, with hundreds of millions in annual revenue from subscriptions and in-game purchases—a model that its successor is sure to follow.

In fact, subscription fees and in-game purchases represented 78% of Take-Two Interactive’s (parent of GTA developer Rockstar Games) revenues in 2023.

Analysts estimate the to-be-released GTA VI’s costs at $2 billion, including marketing and other expenses. A massive open-world (set in the Miami-inspired “Vice City”), cutting edge graphics, and a reportedly brand-new game engine are all reasons for the game’s outsized budget.

For comparison, the current most expensive games to have been made include Red Dead Redemption 2 (also by Rockstar) and Star Citizen, both reportedly with a $500 million budget.

Meanwhile, Take-Two Interactive shares are up more than 50% for the year.

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