Visualizing the World’s Sleeping Habits
Sleep quality, patterns, and duration may vary among countries, but one thing’s clear─people still aren’t getting enough sleep. While some people can function on a few hours, others find themselves reaching for that second cup of morning coffee instead of getting those extra Z’s.
Today’s graphic comes from Raconteur and highlights some startling takeaways from the 2019 Philips Global Sleep Survey, answered by over 11,000 adults from 12 countries.
Let’s settle in to discover what impacts our sleeping habits, also known as sleep hygiene, and what helps people sleep better and longer.
Why Sleep Is Important
Roughly 62% of adults worldwide feel that they don’t sleep well when they go to bed. Losing just one or two hours of sleep per night can have the same impact on motor and cognitive functions as going without sleep for a full day or two.
Experts have long emphasized that developing good sleeping habits can help to maintain our physical, mental, and emotional well-being. Ongoing sleep deprivation can also cause severe, long-term health conditions:
- Heart disease and heart failure
- Weak immune system
- High blood pressure
- Kidney disease
Drowsiness has been a significant factor in roughly 100,000 car accidents every year, causing an estimated 1,500 deaths. Sleep deficiency has also been linked to a number of disasters, such as airplane and boat accidents, and even nuclear reactor meltdowns.
The Science of Sleep
The human body follows the circadian rhythm─a 24-hour repeating rhythm that operates as an internal clock. This clock is controlled by two things: external cues such as light and darkness, and internal compounds that trigger and maintain our sleep.
These chemicals work together to keep our sleep/wake cycles in harmony.
- Adenosine: slowly builds the desire for sleep throughout the day
- Melatonin: produces drowsy feelings that signal your body is now ready for sleep
- Cortisol: naturally triggers your body to wake up
While sleep duration can vary greatly around the world, most adults are still not getting enough shut-eye. The average person gets 6.8 hours of sleep on a weeknight, which is significantly lower than the recommended 8 hours.
One company in the UK has even developed a real-time map of social media posts from people who say they can’t fall or stay asleep.
What Prevents Better Sleep?
People can suffer from a lack of sleep for many reasons─below are the top six culprits.
- Worry and Stress
Job, family, health, financial, and a myriad of other concerns plague people from all walks of life. Adults living in Canada and Singapore tend to be the most worried.
The physical space where you sleep plays a large role in the quality and duration of your sleep. Nearly 35% of adults fall asleep somewhere other than their bed. Interestingly, Chinese adults are the least comfortable when sleeping, while Japanese adults are the most comfortable.
- Work and School Schedules
Hectic careers and heavy school workloads have a direct and lasting impact on sleeping habits. Many forego sleep in favor of completing work, social, and household responsibilities.
In the age of technology, natural rhythms of daytime and nighttime perception have been skewed, especially from the effects of blue light emitted from our device screens.
Eating food, or drinking alcohol or caffeine within the last few hours before bedtime can prevent our brains from knowing it’s time to wind down and get ready for sleep. Adults living in the fast-paced developed nations of China, Canada, the United States, and Singapore are the most caffeinated.
- Health Conditions
Over three-quarters of adults experience at least one health condition that impacts sleep. These include insomnia, sleep apnea─which affects roughly 22 million people in the U.S. alone─snoring, restless leg syndrome (RLS), narcolepsy, and chronic pain.
Developing Good Sleeping Habits
Sleep is often the first to be neglected with our hectic schedules. Here are a few ways to practice better habits for a good night’s sleep.
Wake up and go to bed at the same time each day─even on weekends─to establish a more ingrained rhythm for your body clock and help your brain better prepare for sleep.
Pick a time of day that suits your schedule and energy levels, and be sure to stick with it. Exercise helps to balance melatonin and cortisol levels throughout the day.
Get outside often during the day and reduce the time spent outside at night. Limit screen time at least 30-60 minutes before sleep.
Food and Drink
Avoid eating large meals or drinking alcohol or caffeine in the last couple of hours before you go to sleep. Caffeine effects can linger for up to 8 hours, which breaks natural sleep rhythms.
Recent studies have shown that mind-body treatments for insomnia such as yoga, tai chi, and meditation had positive impacts on improving sleep quality.
Set the bed for success—keep your room cool and dark, buy a high-quality mattress and comfortable bed linens and use a white-noise machine to help you fall asleep.
Sleep is one of the most important aspects of our health; it’s also one of the easiest to neglect. Don’t put yourself into sleep debt─get enough shut-eye to enjoy those sweet dreams.
The 50 Biggest Video Game Franchises by Total Revenue
Video games generate billions in revenue every year. Where the majority of this revenue comes from, however, may be surprising to you.
The 50 Biggest Video Game Franchises by Total Revenue
When the world’s first video game, Tennis for Two, was revealed at a science fair in 1958, people were fascinated—there was clearly something special.
Since these humble beginnings, video games have rode waves of technological advancements to burgeon into a $100+ billion industry. To visualize this success, today’s infographic from TitleMax lists the top 50 highest-grossing video games franchises.
While this feat is impressive on its own, the way many of these franchises generate their revenue may come as a shock.
How Do Video Games Generate Billions?
Video games first saw large-scale commercial success in the 1980s, in what some describe as the “golden age of arcade games”. As arcades popped up across America, renowned classics like Pac-man and Space Invaders raked in large sums of money, one coin at a time.
Today, there are two revenue models generally followed by video game publishers—the traditional pay-to-play (P2P) model, and the newer free-to-play (F2P) model.
For much of the industry’s modern history, P2P models have been the default option. A developer incurs costs to produce its games, so it sells them to consumers to recover costs and make a profit.
Under a F2P model, however, the developer essentially distributes its games for free. Players don’t have to pay anything if they don’t want to, and the developer runs the risk that it may never recoup its costs.
So why would a developer ever choose a F2P model? Let’s look at industry data from 2019:
|Platform||Free-to-play (F2P) Revenue||Pay-to-play (P2P) Revenue|
Those aren’t typos. F2P games accounted for a whopping 82% of industry revenue in 2019. What’s more, is that this gap continues to grow: since the previous year, F2P revenue grew 6%, while P2P revenue fell by 5%.
The Power of Discretionary Spending
There’s a number of F2P franchises listed in today’s graphic which have grossed well over a billion dollars in total revenue.
|#15||League of Legends||Riot Games¹||PC||$8.4B|
|#21||Arena of Valor||Tencent||Mobile||$6.4B|
|#23||Clash of Clans||Supercell²||Mobile||$6.0B|
|#27||Candy Crush Saga||King³||Mobile||$4.9B|
|#46||Fortnite||Epic Games⁴||Console, Mobile, PC||$2.5B|
¹wholly-owned subsidiary of Tencent, ²majority-owned subsidiary of Tencent, ³wholly-owned subsidiary of Activision Blizzard, ⁴Tencent owns a 40% stake.
Because these types of games are often published for PC or mobile phone (most people have at least one of these), their accessibility becomes a key advantage. This is especially true in China, where video game consoles like Xbox have been banned in the past.
Yet, simply amassing a large player base isn’t enough. With no money being paid upfront, developers must create compelling incentives for players to willingly part with their cash.
League of Legends
League of Legends, one of the world’s most popular video games, is widely considered a successful pioneer in this regard.
When developer Riot Games chose a F2P model for its game, it took a gamble. The model was largely unproven for titles of its genre, and it’s main source of revenue was set to be the sale of purely cosmetic items called “character skins”.
Nobody would have tried Legends if we put a price point in front of it because the game is tough to sell
—Marc Merrill, Co-founder of Riot Games
Part of the game’s incentive to spend comes from its longevity—League of Legends has just entered its 11th year. Rather than release a new title, the developer makes continuous improvements to the existing game, with each iteration dubbed as a new “season”.
If a traditional P2P game represents a movie, League of Legends could then be considered a long-running TV show. For example, while there’s been one League of Legends since 2009, there’s been 11 Call of Duty titles over that same time frame.
Joining the Party
Some of the world’s most successful video game franchises, which have historically published games under the P2P model, are also expanding into free games with great success.
For Pokémon (#1 in gross revenue), product diversification is nothing new. While the franchise manages a universe of offerings from physical merchandise to movies, its free mobile augmented reality (AR) game, Pokémon Go, may be one of its most successful endeavors.
The game, which leads players out into the real world to catch virtual monsters, was a massive sensation when it launched in 2016. In fact, it was so popular (and distracting) it’s been estimated to have contributed to more than 100,000 car accidents.
Four years since its release, Pokémon Go is a shining example of what the F2P model can achieve—the game has racked up over 1 billion downloads and generated an incredible $3 billion in revenues.
|Year||Gross Revenue||% Change|
Source: Sensor Tower Store Intelligence
Part of Pokémon Go’s incentive to spend comes from its incredibly unique social experience—it
turns real world landmarks into hubs where players can gather. By simply leveraging the capabilities of existing smartphones, it’s also extremely accessible.
Is Free the New Norm?
As more and more franchises successfully expand into free games, it’s clear that the F2P model will be the primary driver of future growth. The relatively higher accessibility of F2P games is also crucial to tap into the quickly growing esports industry.
However, traditional P2P games, which are now being called “premium games”, still have some merit to them. These games are often associated with a higher level of quality which people are happy to pay for.
Yet, as the legitimacy and success of the F2P model continues to develop, this quality gap could also shrink in the future.
Editor’s note: The revenue figures in today’s infographic include merchandise and other related products.
Infection Trajectory: See Which Countries are Flattening Their COVID-19 Curve
The number of COVID-19 cases around the world continues to grow, but each country has a different infection trajectory. This chart tells the story.
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.
Original concept by Drew Harris
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:
- 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.
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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