The Future of Remote Work, According to Startups
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The Future of Remote Work, According to Startups

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No matter where in the world you log in from—Silicon Valley, London, and beyond—COVID-19 has triggered a mass exodus from traditional office life. Now that the lucky among us have settled into remote work, many are left wondering if this massive, inadvertent work-from-home experiment will change work for good.

In the following charts, we feature data from a comprehensive survey conducted by UK-based startup network Founders Forum, in which hundreds of founders and their teams revealed their experiences of remote work and their plans for a post-pandemic future.

While the future remains a blank page, it’s clear that hundreds of startups have no plans to hit backspace on remote work.

Who’s Talking

Based primarily in the UK, almost half of the survey participants were founders, and nearly a quarter were managers below the C-suite.

Prior to pandemic-related lockdowns, 94% of those surveyed had worked from an external office. Despite their brick-and-mortar setup, more than 90% were able to accomplish the majority of their work remotely.

Gen X and Millennials made up most of the survey contingent, with nearly 80% of respondents with ages between 26-50, and 40% in the 31-40 age bracket.

Founders Forum Remote Work Survey

From improved work-life balance and productivity levels to reduced formal teamwork, these entrepreneurs flagged some bold truths about what’s working and what’s not.

Founders With A Remote Vision

If history has taught us anything, it’s that world events have the potential to cause permanent mass change, like 9/11’s lasting impact on airport security.

Although most survey respondents had plans to be back in the office within six months, those startups are rethinking their remote work policies as a direct result of COVID-19.

How might that play out in a post-pandemic world?

Based on the startup responses, a realistic post-pandemic work scenario could involve 3 to 5 days of remote work a week, with a couple dedicated in-office days for the entire team.

Founders Forum Future of Remote Work Perspectives

Upwards of 92% of respondents said they wanted the option to work from home in some capacity.

It’s important to stay open to learning and experimenting with new ways of working. The current pandemic has only accelerated this process. We’ll see the other side of this crisis, and I’m confident it will be brighter.

— Evgeny Shadchnev, CEO, Makers Academy

Productivity Scales at Home

Working from home hasn’t slowed down these startups—in fact, it may have improved overall productivity in many cases.

More than half of the respondents were more productive from home, and 55% also reported working longer hours.

Founders Forum Remote Work Productivity

Blurred lines, however, raised some concerns.

From chores and rowdy children to extended hours, working from home often makes it difficult to compartmentalize. As a result, employers and employees may have to draw firmer lines between work and home in their remote policies, especially in the long term.

Although the benefits appear to outweigh the concerns, these issues pose important questions about our increasingly remote future.

Teams Reveal Some Intel

To uncover some work-from-home easter eggs (“Better for exercise. MUCH more pleasant environment”), we grouped nearly 400 open-ended questions according to sentiment and revealed some interesting patterns.

From serendipitous encounters and beers with colleagues to more formal teamwork, an overwhelming number of the respondents missed the camaraderie of team interactions.

Founders Forum Remote Entrepreneurs

It was clear startups did not miss the hours spent commuting every day. During the pandemic, those hours have been replaced by family time, work, or other activities like cooking healthy meals and working out.

Remote working has been great for getting us through lockdown—but truly creative work needs the magic of face to face interaction, not endless Zoom calls. Without the serendipity and chemistry of real-world encounters, the world will be a far less creative place.

— Rohan Silva, CEO, Second Home

The Future Looks Remote

This pandemic has delivered a new normal that’s simultaneously challenging and revealing. For now, it looks like a new way of working is being coded into our collective software.

What becomes of the beloved open-office plan in a pandemic-prepped world remains to be seen, but if these startups are any indication, work-life may have changed for good.

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33 Problems With Media in One Chart

In this infographic, we catalog 33 problems with the social and mass media ecosystem.

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problems with media

33 Problems With Media in One Chart

One of the hallmarks of democratic society is a healthy, free-flowing media ecosystem.

In times past, that media ecosystem would include various mass media outlets, from newspapers to cable TV networks. Today, the internet and social media platforms have greatly expanded the scope and reach of communication within society.

Of course, journalism plays a key role within that ecosystem. High quality journalism and the unprecedented transparency of social media keeps power structures in check—and sometimes, these forces can drive genuine societal change. Reporters bring us news from the front lines of conflict, and uncover hard truths through investigative journalism.

That said, these positive impacts are sometimes overshadowed by harmful practices and negative externalities occurring in the media ecosystem.

The graphic above is an attempt to catalog problems within the media ecosystem as a basis for discussion. Many of the problems are easy to understand once they’re identified. However, in some cases, there is an interplay between these issues that is worth digging into. Below are a few of those instances.

Editor’s note: For a full list of sources, please go to the end of this article. If we missed a problem, let us know!

Explicit Bias vs. Implicit Bias

Broadly speaking, bias in media breaks down into two types: explicit and implicit.

Publishers with explicit biases will overtly dictate the types of stories that are covered in their publications and control the framing of those stories. They usually have a political or ideological leaning, and these outlets will use narrative fallacies or false balance in an effort to push their own agenda.

Unintentional filtering or skewing of information is referred to as implicit bias, and this can manifest in a few different ways. For example, a publication may turn a blind eye to a topic or issue because it would paint an advertiser in a bad light. These are called no fly zones, and given the financial struggles of the news industry, these no fly zones are becoming increasingly treacherous territory.

Misinformation vs. Disinformation

Both of these terms imply that information being shared is not factually sound. The key difference is that misinformation is unintentional, and disinformation is deliberately created to deceive people.

Fake news stories, and concepts like deepfakes, fall into the latter category. We broke down the entire spectrum of fake news and how to spot it, in a previous infographic.

Simplify, Simplify

Mass media and social feeds are the ultimate Darwinistic scenario for ideas.

Through social media, stories are shared widely by many participants, and the most compelling framing usually wins out. More often than not, it’s the pithy, provocative posts that spread the furthest. This process strips context away from an idea, potentially warping its meaning.

Video clips shared on social platforms are a prime example of context stripping in action. An (often shocking) event occurs, and it generates a massive amount of discussion despite the complete lack of context.

This unintentionally encourages viewers to stereotype the persons in the video and bring our own preconceived ideas to the table to help fill in the gaps.

Members of the media are also looking for punchy story angles to capture attention and prove the point they’re making in an article. This can lead to cherrypicking facts and ideas. Cherrypicking is especially problematic because the facts are often correct, so they make sense at face value, however, they lack important context.

Simplified models of the world make for compelling narratives, like good-vs-evil, but situations are often far more complex than what meets the eye.

The News Media Squeeze

It’s no secret that journalism is facing lean times. Newsrooms are operating with much smaller teams and budgets, and one result is ‘churnalism’. This term refers to the practice of publishing articles directly from wire services and public relations releases.

Churnalism not only replaces more rigorous forms of reporting—but also acts as an avenue for advertising and propaganda that is harder to distinguish from the news.

The increased sense of urgency to drive revenue is causing other problems as well. High-quality content is increasingly being hidden behind paywalls.

The end result is a two-tiered system, with subscribers receiving thoughtful, high-quality news, and everyone else accessing shallow or sensationalized content. That everyone else isn’t just people with lower incomes, it also largely includes younger people. The average age of today’s paid news subscriber is 50 years old, raising questions about the future of the subscription business model.

For outlets that rely on advertising, desperate times have called for desperate measures. User experience has taken a backseat to ad impressions, with ad clutter (e.g. auto-play videos, pop-ups, and prompts) interrupting content at every turn. Meanwhile, in the background, third-party trackers are still watching your every digital move, despite all the privacy opt-in prompts.

How Can We Fix the Problems with Media?

With great influence comes great responsibility. There is no easy fix to the issues that plague news and social media. But the first step is identifying these issues, and talking about them.

The more media literate we collectively become, the better equipped we will be to reform these broken systems, and push for accuracy and transparency in the communication channels that bind society together.

Sources and further reading:

Veils of Distortion: How the News Media Warps our Minds by John Zada
Hate Inc. by Matt Taibbi
The Truth Matters: A Citizen’s Guide to Separating Facts from Lies and Stopping Fake News in its Tracks by Bruce Bartlett
Active Measures: The Secret History of Disinformation and Political Warfare by Thomas Rid
The Twittering Machine by Richard Seymour
After the Fact by Nathan Bomey
Ten Arguments for Deleting Your Social Media Accounts Right Now by Jaron Lanier
Zucked by Roger McNamee
Antisocial: Online Extremists, Techno-Utopians, and the Highjacking of the American Conversation by Andrew Marantz
Social media is broken by Sara Brown
The U.S. Media’s Problems Are Much Bigger than Fake News and Filter Bubbles by Bharat N. Anand
What’s Wrong With the News? by FAIR
Is the Media Doomed? by Politico
The Implied Truth Effect by Gordon Pennycook, Adam Bear, Evan T. Collins, David G. Rand

 

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Ranked: The Best-Selling Video Game Consoles of All Time

Video game consoles have changed drastically over the last 50 years. Here are some of the best-selling ones across the globe.

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Ranked: The Best-Selling Video Game Consoles of All Time

In 1972, the first-ever commercially available home video game console hit the market—the Magnavox Odyssey. Players of the Odyssey had a choice between two built-in games that were stored directly in the device, and would use a joystick and dials as a controller.

Video game consoles have come a long way since then, and the console market has grown into a multi-billion dollar industry that’s expected to reach $72.67 billion in value by the end of 2022.

This graphic by Enrique Mendoza uses data from VGChartz to show the market leaders in the industry, by highlighting the top-selling video consoles of all time, as of May 8, 2022.

Nine Generations of Video Game Consoles

Before diving into the top-selling consoles, it’s worth taking a step back to touch on the evolution of home consoles to show how they’ve changed over the years.

We dug into the literature on the history of video game consoles, and found that most articles and blog posts on the topic cite nine different generations of devices.

Here’s a breakdown of each generation, and some of their most noteworthy systems:

1972: Gen One, Where it Began

Consoles in the first generation had pre-built games that were stored directly on the device. They include the Magnavox Odyssey and Atari’s Pong.

1976: Gen Two Emerges

In this generation, games were sold separately, rather than programmed into the device. Consoles of this gen include the Fairchild Channel F and the Atari 2600.

1983: Gen Three, the “8-bit Generation”

This era’s consoles typically had 8-bit processes which allowed for more advanced graphics for the time. A few notable consoles during this gen were ​​the Sega SG-1000 and the Nintendo Famicom, released outside Japan as the Nintendo Entertainment System (NES).

1987: Gen Four Elevates Handheld Gaming

Home consoles were released with 16-bit systems, meaning that audio and graphics improved even more in this era. But an arguably bigger moment for this gen was the emergence of the Nintendo Game Boy.

1993: The 3D Start of Gen Five

This generation saw the move away from pixels and towards 3D polygons. Some consoles like the Sony PlayStation started using CD-ROMs instead of cartridges, which stored more data at a cheaper cost and changed the industry.

1998: Gen Six and the Internet

At the start of this generation, the three major players in the console space were Sony, Sega, and Nintendo. By the end, Sega would be replaced with Microsoft as it launched the Xbox and helped popularize online console gaming.

2005: HD Graphics and Motion Controls of Gen Seven

On one side of the market, Microsoft and Sony were competing with high-definition graphics, faster processers, and different forms (Blu-rays or DVDs). But Nintendo’s motion-sensing Nintendo Wii arguably defined this generation, and the handheld Nintendo DS swept the market as well.

2012: Gen Eight’s Modern Consoles

Consoles of this era started having increased connectivity and processing power, with full HD an expectation. It was also an extremely long generation, starting with Nintendo’s unsuccessful Wii U and ending with the ultra-successful Nintendo Switch, widely considered the first hybrid console with three different ways to play: TV mode, handheld mode, or tabletop mode.

2020: Gen Nine and Beyond

So far, this generation has brought upgraded graphics (up to 8K resolution), larger games, and game-streaming capabilities. Devices in this gen include the Xbox Series X/S and PlayStation 5, which both use solid state drives to increase speed and performance, while Nintendo has yet to introduce a 9th generation device.

The Best-Selling Game Consoles

The best-selling video game console of all time is Sony’s PlayStation 2 (PS2). More than 157 million systems have been sold around the world since its launch in March 2000.

RankConsoleManufacturerGlobal lifetime sales (millions)
1PlayStation 2 (PS2)Sony157.68
2Nintendo DS (DS)Nintendo154.90
3Game Boy (GB)Nintendo118.69
4PlayStation 4 (PS4)Sony116.97
5Nintendo Switch (NS)Nintendo107.21
6PlayStation (PS)Sony102.50
7Nintendo Wii (Wii)Nintendo101.64
8PlayStation 3 (PS3)Sony87.41
9Xbox 360 (X360)Microsoft85.8
10Game Boy Advance (GBA)Nintendo81.51
11PlayStation Portable (PSP)Sony81.09
12Nintendo 3DS (3DS)Nintendo75.95
13Nintendo Entertainment System (NES)Nintendo61.91
14Xbox One (XOne)Microsoft50.57
15Super Nintendo Entertainment System (SNES)Nintendo49.10
16Nintendo 64 (N64)Nintendo32.93
17Sega Genesis (GEN)Sega29.54
18Atari 2600 (2600)Atari27.64
19Xbox (XB)Microsoft24.65
20GameCube (GC)Nintendo21.74
21PlayStation 5 (PS5)Sony19.32
22PlayStation Vita (PSV)Sony16.21
23Xbox Series X/S (XS)Microsoft14.32
24Nintendo Wii U (WiiU)Nintendo13.97
25GameGear (GG)Sega10.62
26Sega Saturn (SAT)Sega8.82
27Dreamcast (DC)Sega8.20
28Atari 7800 (7800)Atari4.30

Despite the fact the PS2’s been discontinued since 2013, no other gaming console has managed to top it—in fact, the next closest actively-sold consoles, the PS4 and Nintendo Switch, are each more than 40 million units behind.

One major factor for the PS2’s success was its built-in DVD player. At the time, DVD players were very expensive, and in many places a PS2 was a cheaper and effective alternative. It was also one of the first devices to be “backward compatible,” meaning users could play most of their PS1 games on the PS2. This meant players didn’t have to buy a whole new library of games when they made the switch to a PS2, and Sony could tap into its existing customer base.

But while Sony’s PS2 is the top-selling console on the list, Nintendo has more top-selling consoles on the list—almost half of the consoles on the list are manufactured by Nintendo (11), while only seven are made by Sony.

What Will it Take to Out-Sell the PS2?

As the PS4 has started taking a backseat to the PS5 in sales and promotion, the current most-likely contender for the best-selling console crown is the Nintendo Switch. Early in 2022, it was the fastest console to sell 100 million units.

With lots of hype around the possibilities of AR and VR, it’ll be interesting to see what new features come with the next generation of gaming consoles.

Will future devices ever beat the PS2’s record-breaking sales? Time will tell. But for now, the 22-year-old console continues to hold its well-earned spot at the top.

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