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Mapped: The Top Female Founder in Each Country

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Mapped: The Top Female Founder in Each Country

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Companies with at least one female founder generate 78 cents of revenue for every dollar of venture funding, while male-led startups generate roughly 31 cents.

Yet, startups with only female founders receive just 3% of total invested dollars globally.

The above infographic from Business Financing explores the global landscape of female-led startups. It shows the top female founders according to the highest amount of capital raised, in each country profiled.

Global Rankings: The Top 10 Female Founders

Which female founders have received the most funding worldwide?

Based on data from Crunchbase, individuals were selected across 102 countries if they were a founder or co-founder of an active company as of May 21, 2020. Companies were selected depending on their status in seed, early stage venture, or late stage venture funding.

With $22 billion in funding, Lucy Peng, co-founder of Ant Group and Alibaba tops the list. Peng taught economics for five years before co-founding Alibaba with 18 others in 1999. Today, she is worth over $1 billion.

Peng’s 2.1% stake in Ant Group is estimated to be worth roughly $4.8 billion. Ant Group filed for an IPO worth an estimated $225 billion valuation in August 2020.

Female FounderFundingCompanyIndustryCountry
Lucy Peng$22BAnt FinancialChina
Rebekah Neumann$19.5BThe We CompanyReal EstateU.S.
Tan Hooi Ling$9.9BGrabTransportationSingapore
Kate Keenan$1.4BJudo BankFinTechAustralia
Victoria van Lennep$1.2BLendableFinTechUnited Kingdom
Cristina Junqueira$1.1BNubankFinTechBrazil
Frances Kang$581MWeLabFinTechHong Kong
Sophie Kim$282MMarket KurlyAgro & FoodSouth Korea
Ilise Lombardo$278MArvelle TherapeuticsBiotech & HealthSwitzerland
Milda Mitkute$260MVintedEcommerceLithuania

Following Peng is Rebekah Neumann, who has raised $19.5 billion with The We Company. Neumann studied business with a minor in Buddhism at Cornell, and later co-founded the gig-focused firm in 2010 with her husband Adam Neumann and Miguel McKelvey. Following the notoriously disastrous IPO of WeWork, she and her husband have since left the company.

Coming in third is Tan Hooi Ling who founded Grab in Singapore. The ride-hailing app is a major competitor of Uber in Asian markets.

Cristina Junqueira, who co-founded digital banking firm NuBank, also makes it into the top 10 list. Currently, NuBank operates as the largest fintech firm in South America, with over 20 million users. Meanwhile, Lithuania’s first tech unicorn, Vinted was co-founded by Milda Mitkute and serves as the largest secondhand clothing platform worldwide.

Unicorns Bucking the Trend

While funding for female-led startups has been disproportionately low over the years, the number of unicorns—private companies valued in excess of $1 billion—headed by women has grown over fivefold.

Since 2013, women-led unicorns have jumped from just four to 21 in 2019. While these numbers are still objectively quite small, they continue to climb.

Among the newly minted unicorns in 2019 was Airwallex, a company that allows businesses to track cross-border revenues. In April, the startup raised $160 million, valuing it at $1.8 billion.

Along with Airwallex, Scale, Glossier and The RealReal are also found on the list.

New Waves of Venture Capital

In 2019, 2,300 venture deal rounds included startups with at least one female founder. Of these, a number of startups raised over $100 million in funding in 2019 on a worldwide level.

StartupFunding AmountCountry
Guild Education$157 millionU.S.
Luckin Coffee$150 millionChina
Northern Arc$130 millionIndia
Kuaikan Manhua$125 millionChina
SpringWorks Therapeutics$125 millionU.S.
Rent the Runway$125 millionU.S.
Genera Energy$118 millionU.S.
Tala$110 millionU.S.
Kronos Bio$105 millionU.S.
Insitro$100 millionU.S.
Talaris$100 millionU.S.
Away$100 millionU.S.
Glossier$100 millionU.S.

Interestingly, funding data shows that women VCs are three times more likely than men to invest in women. This, coupled with the growing number of female partners at venture capital firms, is bringing a new perspective to tech financing.

At the same time, it’s opening up new markets. For instance, the $57 billion child care industry is largely overlooked by the VC world. San Francisco-based Winnie raised $9 million in funding in 2019, capitalizing on a marketplace specifically for parents.

Consumer products and markets focusing on solutions for women present areas of significant growth, particularly on a global level.

What’s Next For Female Founders?

While just a fraction of all venture funding is allocated to women-led companies, trends illustrate clear resilience.

Female-founded firms continually outperform—and shareholder returns are only getting better every year. As both startup and venture capital ecosystems continue to evolve, the future of women-led entrepreneurship is as bright as ever.

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Bitcoin is Near All-Time Highs and the Mainstream Doesn’t Care…Yet

As bitcoin charges towards all-time highs, search interest is relatively low. How much attention has bitcoin’s recent rally gotten?

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Bitcoin Near All-Time Highs vs. Search Interest

Just about every financial asset saw a huge drop in March, but few have had the spectacular recovery that bitcoin has had since then.

Up more than 300% from the March lows, bitcoin is within $1,000 of its all-time high ($19,891) established three years ago. While 2017’s run-up saw a huge surge in Google searches, interest this time around is less than a quarter of what it was back then.

This graphic overlays bitcoin’s price changes against Google search interest for “bitcoin” between 2017-Nov 2020, showing the muted relative search interest for its recent rally. Despite Google search interest being low, it is turning upwards, potentially hinting at a rise to cap off 2020.

Nobody’s Searching? Maybe Bitcoin is Already Mainstream

Bitcoin’s mainstream attention in 2017 was exceptional, and was likely the first time many people had even heard about the digital asset.

After doing all of their Google research back then, it’s possible that the general population is now well aware of the cryptocurrency and doesn’t need to search up the basics again. Add to this that bitcoin is now easily purchasable through popular services like Robinhood and Paypal, and you have fewer people who need Google to figure out the intricacies of bitcoin wallets and transactions.

While people might not be searching for information on bitcoin, the media has certainly picked up on its movement over the past year. Mainstream coverage regarding the cryptocurrency is currently at a relative all-time high for the past 12 months.

Mainstream Media Mentions of Bitcoin

Even if current mainstream coverage isn’t far from previous peaks, it’s still likely that people are seeing an increase in bitcoin content in their news feeds following the recent surge.

This rally is also attracting increased talk on social media sites like Twitter. That said, while there has been a rise in the volume of bitcoin-related tweets in November 2020, numbers are still quite low compared to the amount of tweets in 2017.

Tweets mentioning Bitcoin

Daily tweet volume reached above 60,000 recently, but is still far from the +100,000 daily tweets that were being sent at the top of 2017’s bull run.

Where in the World is Google Search Interest for Bitcoin?

Even if worldwide search interest isn’t as high as it was in 2017, there is one country where bitcoin is being googled more now: Nigeria.

Since 2015, the Nigerian Naira has lost more than 50% of its value against the U.S. dollar. This, coupled with the country’s high share of unbanked citizens means that alternative currencies and payment methods have steadily risen in popularity and utility.

Nigeria Bitcoin Google Search Trends

FinTech startups like Chipper Cash are providing Nigeria and other African nations with no-fee P2P payment services, along with the ability to trade bitcoin. The service is also beta testing the buying and selling of fractional shares of popular U.S. stocks.

Started up in 2018, Chipper Cash’s monthly payment values are now over $100 million, and the company has attracted investment from top VC funds like Bezos Expeditions as they provide a valuable service in an emerging market.

If Bitcoin is Mainstream, Where Does It Go From Here?

While bitcoin is proving itself to be a useful medium of exchange around the world, it’s still primarily a speculative asset. As 2020 saw massive increases in money supply across the board, bitcoin reacted best compared to other speculative assets, with its ascent to $19,000 almost completely uninterrupted since the $10,000 price area.

Time will tell if 2017 is set to repeat itself, or if bitcoin is getting ready to set new all-time highs going into 2021.

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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)

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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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