Global Visual Novel Market Research Report 2024

Global Visual Novel Market Research Report 2024



The global Visual Novel market was valued at US$ 263.73 million in 2023 and is anticipated to reach US$ 620.24 million by 2030, witnessing a CAGR of 10.51% during the forecast period 2024-2030.

North American market for Visual Novel is estimated to increase from $ 48.61 million in 2023 to reach $ 105.39 million by 2030, at a CAGR of 8.84% during the forecast period of 2024 through 2030.

Asia-Pacific market for Visual Novel is estimated to increase from $ 144.45 million in 2023 to reach $ 383.79 million by 2030, at a CAGR of 12.26% during the forecast period of 2024 through 2030.

Europe market for Visual Novel in Female is estimated to increase from $ 46.98 million in 2023 to $ 94.46 million by 2030, at a CAGR of 7.89% during the forecast period of 2024 through 2030.

The major global companies of Visual Novel include SEGA, Capcom (Ace Attorney), ZA/UM Studio, Nitroplus, Spike Chunsoft, Frontwing, Purple Software, ProjectMoon, and Aquaplus, etc. In 2023, the world's top three vendors accounted for approximately 21.69% of the revenue.

This report aims to provide a comprehensive presentation of the global market for Visual Novel, with both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding Visual Novel.

The Visual Novel market size, estimations, and forecasts are provided in terms of and revenue ($ millions), considering 2023 as the base year, with history and forecast data for the period from 2019 to 2030. This report segments the global Visual Novel market comprehensively. Regional market sizes, concerning products by Type, by Application, and by players, are also provided.

For a more in-depth understanding of the market, the report provides profiles of the competitive landscape, key competitors, and their respective market ranks. The report also discusses technological trends and new product developments.

The report will help the Visual Novel companies, new entrants, and industry chain related companies in this market with information on the revenues for the overall market and the sub-segments across the different segments, by company, by Type, by Application, and by regions.

Market Segmentation

By Company

SEGA

Capcom (Ace Attorney)

ZA/UM Studio

Nitroplus

Spike Chunsoft

Frontwing

Purple Software

ProjectMoon

Aquaplus

Regista

Nippon Ichi Software

Idea Factory

Bandai Namco

SIGONO

Tencent (Visual Arts)
07th Expansion
Segment by Type

Romance Games

Adventure Games

Mystery Games

Others

Segment by Application

Female

Male

By Region

North America

United States

Canada

Asia-Pacific

China

Japan

South Korea

Southeast Asia

India

Australia

Rest of Asia

Europe

Germany

France

U.K.

Italy

Netherlands

Rest of Europe

Latin America

Mexico

Brazil

Rest of Latin America

Middle East & Africa

Middle East

Africa

Chapter Outline

Chapter 1: Introduces the report scope of the report, executive summary of different market segments (by Type, by Application, etc), including the market size of each market segment, future development potential, and so on. It offers a high-level view of the current state of the market and its likely evolution in the short to mid-term, and long term.

Chapter 2: Introduces executive summary of global market size, regional market size, this section also introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by companies in the industry, and the analysis of relevant policies in the industry.

Chapter 3: Detailed analysis of Visual Novel company competitive landscape, revenue market share, latest development plan, merger, and acquisition information, etc.

Chapter 4: Provides the analysis of various market segments by Type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.

Chapter 5: Provides the analysis of various market segments by Application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.

Chapter 6, 7, 8, 9, 10: North America, Europe, Asia Pacific, Latin America, Middle East and Africa segment by country. It provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space, and capacity of each country in the world.

Chapter 11, 12: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including revenue, gross margin, product introduction etc.

Chapter 13: The main points and conclusions of the report.


1 Report Overview
1.1 Study Scope
1.2 Market Analysis by Type
1.2.1 Global Visual Novel Market Size Growth Rate by Type: 2019 VS 2023 VS 2030
1.2.2 Romance Games
1.2.3 Adventure Games
1.2.4 Mystery Games
1.2.5 Others
1.3 Market by Application
1.3.1 Global Visual Novel Market Growth by Application: 2019 VS 2023 VS 2030
1.3.2 Female
1.3.3 Male
1.4 Assumptions and Limitations
1.5 Study Objectives
1.6 Years Considered
2 Global Growth Trends
2.1 Global Visual Novel Market Perspective (2019-2030)
2.2 Global Visual Novel Reading Platforms Market Perspective (2019-2030)
2.3 Global Visual Novel Growth Trends by Region
2.3.1 Global Visual Novel Market Size by Region: 2019 VS 2023 VS 2030
2.3.2 Visual Novel Historic Market Size by Region (2019-2024)
2.3.3 Visual Novel Forecasted Market Size by Region (2025-2030)
2.4 Visual Novel Market Dynamics
2.4.1 Visual Novel Industry Trends
2.4.2 Visual Novel Market Drivers
2.4.3 Visual Novel Market Challenges
2.4.4 Visual Novel Market Restraints
3 Competition Landscape by Key Players
3.1 Global Top Visual Novel Players by Revenue
3.1.1 Global Top Visual Novel Players by Revenue (2019-2024)
3.1.2 Global Visual Novel Revenue Market Share by Players (2019-2024)
3.2 Global Visual Novel Market Share by Company Type (Tier 1, Tier 2, and Tier 3)
3.3 Global Key Players Ranking by Visual Novel Revenue
3.4 Global Visual Novel Market Concentration Ratio
3.4.1 Global Visual Novel Market Concentration Ratio (CR5 and HHI)
3.4.2 Global Top 10 and Top 5 Companies by Visual Novel Revenue in 2023
3.5 Global Key Players of Visual Novel Head office and Area Served
3.6 Global Key Players of Visual Novel, Product Type
3.7 Global Key Players of Visual Novel, Date of Enter into This Industry
3.8 Mergers & Acquisitions, Expansion Plans
4 Visual Novel Breakdown Data by Type
4.1 Global Visual Novel Historic Market Size by Type (2019-2024)
4.2 Global Visual Novel Forecasted Market Size by Type (2025-2030)
5 Visual Novel Breakdown Data by Application
5.1 Global Visual Novel Historic Market Size by Application (2019-2024)
5.2 Global Visual Novel Forecasted Market Size by Application (2025-2030)
6 North America
6.1 North America Visual Novel Market Size (2019-2030)
6.2 North America Visual Novel Market Growth Rate by Country: 2019 VS 2023 VS 2030
6.3 North America Visual Novel Market Size by Country (2019-2024)
6.4 North America Visual Novel Market Size by Country (2025-2030)
6.5 United States
6.6 Canada
7 Europe
7.1 Europe Visual Novel Market Size (2019-2030)
7.2 Europe Visual Novel Market Growth Rate by Country: 2019 VS 2023 VS 2030
7.3 Europe Visual Novel Market Size by Country (2019-2024)
7.4 Europe Visual Novel Market Size by Country (2025-2030)
7.5 Germany
7.6 France
7.7 U.K.
7.8 Italy
7.9 Netherlands
8 Asia-Pacific
8.1 Asia-Pacific Visual Novel Market Size (2019-2030)
8.2 Asia-Pacific Visual Novel Market Growth Rate by Country: 2019 VS 2023 VS 2030
8.3 Asia-Pacific Visual Novel Market Size by Region (2019-2024)
8.4 Asia-Pacific Visual Novel Market Size by Region (2025-2030)
8.5 China
8.6 Japan
8.7 South Korea
8.8 Southeast Asia
8.9 India
8.10 Australia
9 Latin America
9.1 Latin America Visual Novel Market Size (2019-2030)
9.2 Latin America Visual Novel Market Growth Rate by Country: 2019 VS 2023 VS 2030
9.3 Latin America Visual Novel Market Size by Country (2019-2024)
9.4 Latin America Visual Novel Market Size by Country (2025-2030)
9.5 Mexico
9.6 Brazil
10 Middle East & Africa
10.1 Middle East & Africa Visual Novel Market Size (2019-2030)
10.2 Middle East & Africa Visual Novel Market Growth Rate by Country: 2019 VS 2023 VS 2030
10.3 Middle East & Africa Visual Novel Market Size by Country (2019-2024)
10.4 Middle East & Africa Visual Novel Market Size by Country (2025-2030)
10.5 Middle East
10.6 Africa
11 Key Players Profiles of Visual Novel Developer
11.1 SEGA
11.1.1 SEGA Company Details
11.1.2 SEGA Business Overview
11.1.3 SEGA Visual Novel Introduction
11.1.4 SEGA Revenue in Visual Novel Business (2019-2024)
11.1.5 SEGA Recent Development
11.2 Capcom (Ace Attorney)
11.2.1 Capcom (Ace Attorney) Company Details
11.2.2 Capcom (Ace Attorney) Business Overview
11.2.3 Capcom (Ace Attorney) Visual Novel Introduction
11.2.4 Capcom (Ace Attorney) Revenue in Visual Novel Business (2019-2024)
11.2.5 Capcom (Ace Attorney) Recent Development
11.3 ZA/UM Studio
11.3.1 ZA/UM Studio Company Details
11.3.2 ZA/UM Business Overview
11.3.3 ZA/UM Visual Novel Introduction
11.3.4 ZA/UM Revenue in Visual Novel Business (2019-2024)
11.4 Nitroplus
11.4.1 Nitroplus Company Details
11.4.2 Nitroplus Business Overview
11.4.3 Nitroplus Visual Novel Introduction
11.4.4 Nitroplus Revenue in Visual Novel Business (2019-2024)
11.5 Spike Chunsoft
11.5.1 Spike Chunsoft Company Details
11.5.2 Spike Chunsoft Business Overview
11.5.3 Spike Chunsoft Visual Novel Introduction
11.5.4 Spike Chunsoft Revenue in Visual Novel Business (2019-2024)
11.5.5 Spike Chunsoft Recent Development
11.6 Frontwing
11.6.1 Frontwing Company Details
11.6.2 Frontwing Business Overview
11.6.3 Frontwing Visual Novel Introduction
11.6.4 Frontwing Revenue in Visual Novel Business (2019-2024)
11.6.5 Frontwing Recent Development
11.7 Purple Software
11.7.1 Purple Software Company Details
11.7.2 Purple Software Business Overview
11.7.3 Purple Software Visual Novel Introduction
11.7.4 Purple Software Revenue in Visual Novel Business (2019-2024)
11.8 ProjectMoon
11.8.1 ProjectMoon Company Details
11.8.2 ProjectMoon Business Overview
11.8.3 ProjectMoon Visual Novel Introduction
11.8.4 ProjectMoon Revenue in Visual Novel Business (2019-2024)
11.9 Aquaplus
11.9.1 Aquaplus Company Details
11.9.2 Aquaplus Business Overview
11.9.3 Aquaplus Visual Novel Introduction
11.9.4 Aquaplus Revenue in Visual Novel Business (2019-2024)
11.10 Regista
11.10.1 Regista Company Details
11.10.2 Regista Business Overview
11.10.3 Regista Visual Novel Introduction
11.10.4 Regista Revenue in Visual Novel Business (2019-2024)
11.10.5 Regista Recent Development
11.11 Nippon Ichi Software
11.11.1 Nippon Ichi Software Company Details
11.11.2 Nippon Ichi Software Business Overview
11.11.3 Nippon Ichi Software Visual Novel Introduction
11.11.4 Nippon Ichi Software Revenue in Visual Novel Business (2019-2024)
11.11.5 Nippon Ichi Software Recent Development
11.12 Idea Factory
11.12.1 Idea Factory Company Details
11.12.2 Idea Factory Business Overview
11.12.3 Idea Factory Visual Novel Introduction
11.12.4 Idea Factory Revenue in Visual Novel Business (2019-2024)
11.12.5 Idea Factory Recent Development
11.13 Bandai Namco
11.13.1 Bandai Namco Company Details
11.13.2 Bandai Namco Business Overview
11.13.3 Bandai Namco Visual Novel Introduction
11.13.4 Bandai Namco Revenue in Visual Novel Business (2019-2024)
11.13.5 Bandai Namco Recent Development
11.14 SIGONO
11.14.1 SIGONO Company Details
11.14.2 SIGONO Business Overview
11.14.3 SIGONO Visual Novel Introduction
11.14.4 SIGONO Revenue in Visual Novel Business (2019-2024)
11.14.5 SIGONO Recent Development
11.15 Tencent (Visual Arts)
11.15.1 Tencent (Visual Arts) Company Details
11.15.2 Tencent (Visual Arts) Business Overview
11.15.3 Tencent (Visual Arts) Visual Novel Introduction
11.15.4 Tencent (Visual Arts) Revenue in Visual Novel Business (2019-2024)
11.15.5 Tencent (Visual Arts) Recent Development
11.16 07th Expansion
11.16.1 07th Expansion Company Details
11.16.2 07th Expansion Business Overview
11.16.3 07th Expansion Visual Novel Introduction
11.16.4 07th Expansion Revenue in Visual Novel Business (2019-2024)
12 Key Players Profiles of Visual Novel Reading Platforms
12.1 Crazy Maple Studio (Chapters)
12.1.1 Crazy Maple Studio (Chapters) Company Details
12.1.2 Crazy Maple Studio (Chapters) Business Overview
12.1.3 Crazy Maple Studio (Chapters) Visual Novel Introduction
12.1.4 Crazy Maple Studio (Chapters) Revenue in Visual Novel Business (2019-2024)
12.2 Pixelberry Studios (Choices)
12.2.1 Pixelberry Studios (Choices) Company Details
12.2.2 Pixelberry Studios (Choices) Business Overview
12.2.3 Pixelberry Studios (Choices) Visual Novel Introduction
12.2.4 Pixelberry Studios (Choices) Revenue in Visual Novel Business (2019-2024)
12.3 Pocket Gems (Episode)
12.3.1 Pocket Gems (Episode) Company Details
12.3.2 Pocket Gems (Episode) Business Overview
12.3.3 Pocket Gems (Episode) Visual Novel Introduction
12.3.4 Pocket Gems (Episode) Revenue in Visual Novel Business (2019-2024)
13 Analyst's Viewpoints/Conclusions
14 Appendix
14.1 Research Methodology
14.1.1 Methodology/Research Approach
14.1.2 Data Source
14.2 Author Details
14.3 Disclaimer
List of Tables
Table 1. Global Visual Novel Market Size Growth Rate by Type (US$ Million): 2019 VS 2023 VS 2030
Table 2. Key Players of Romance Games
Table 3. Key Players of Adventure Games
Table 4. Key Players of Mystery Games
Table 5. Key Players of Others
Table 6. Global Visual Novel Market Size Growth by Application (US$ Million): 2019 VS 2023 VS 2030
Table 7. Global Visual Novel Market Size by Region (US$ Million): 2019 VS 2023 VS 2030
Table 8. Global Visual Novel Market Size by Region (2019-2024) & (US$ Million)
Table 9. Global Visual Novel Market Share by Region (2019-2024)
Table 10. Global Visual Novel Forecasted Market Size by Region (2025-2030) & (US$ Million)
Table 11. Global Visual Novel Market Share by Region (2025-2030)
Table 12. Visual Novel Market Trends
Table 13. Visual Novel Market Drivers
Table 14. Visual Novel Market Challenges
Table 15. Visual Novel Market Restraints
Table 16. Global Visual Novel Revenue by Players (2019-2024) & (US$ Million)
Table 17. Global Visual Novel Market Share by Players (2019-2024)
Table 18. Global Top Visual Novel Players by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in Visual Novel as of 2023)
Table 19. Ranking of Global Top Visual Novel Companies by Revenue (US$ Million) in 2023
Table 20. Global 5 Largest Players Market Share by Visual Novel Revenue (CR5 and HHI) & (2019-2024)

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