視覺小說的全球市場(2024年)
市場調查報告書
商品編碼
1477892

視覺小說的全球市場(2024年)

Global Visual Novel Market Research Report 2024

出版日期: | 出版商: QYResearch | 英文 131 Pages | 商品交期: 2-3個工作天內

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2023 年全球視覺小說市場規模為 2.6373 億美元,預計到 2030 年將達到 6.2024 億美元,2024-2030 年預測期間複合年增長率為 10.51%。

北美市場規模預計將從 2023 年的 4,861 萬美元增至 2030 年的 1.0539 億美元,預測期內複合年增長率為 8.84%。

亞太地區市場規模預計將從 2023 年的 1.4445 億美元增至 2030 年的 3.8379 億美元,預測期內複合年增長率為 12.26%。

歐洲女性視覺小說市場規模預計將從 2023 年的 4,698 萬美元增至 2030 年的 9,446 萬美元,預測期內複合年增長率為 7.89%。

全球主要視覺小說公司包括SEGA、Capcom(逆轉裁判)、ZA/UM Studio、Nitroplus、Spike Chunsoft、Frontwing、Purple Software、ProjectMoon 和 Aquaplus。 2023年,全球前3大廠商營收佔比約21.69%。

本報告提供全球視覺小說市場相關調查分析,各地區市場規模與預測,競爭情形,技術趨勢,新產品開發等資訊。

目錄

第1章 報告概要

  • 調查範圍
  • 市場分析:各類型
    • 全球視覺小說的市場規模成長率:各類型(2019年·2023年·2030年)
    • 戀愛遊戲
    • 冒險遊戲
    • 神秘遊戲
    • 其他
  • 市場:各用途
    • 全球視覺小說市場成長:各用途(2019年·2023年·2030年)
    • 女性
    • 男性
  • 前提條件與限制
  • 調查目的
  • 調查?蓋年份

第2章 全球成長趨勢

  • 全球視覺小說市場預測(2019年~2030年)
  • 全球視覺小說讀書平台市場預測(2019年~2030年)
  • 全球視覺小說成長趨勢:各地區
    • 全球視覺小說的市場規模:各地區(2019年·2023年·2030年)
    • 視覺小說的市場規模的實際成果:各地區(2019年~2024年)
    • 視覺小說的市場規模的預測:各地區(2025年~2030年)
  • 視覺小說的市場動態
    • 視覺小說產業趨勢
    • 視覺小說市場促進因素
    • 視覺小說市場課題
    • 視覺小說市場阻礙因素

第3章 競爭情形:各主要企業

  • 全球主要視覺小說企業:各收益
    • 全球主要視覺小說企業:各收益(2019年~2024年)
    • 全球視覺小說的收益的市場佔有率:各企業(2019年~2024年)
  • 全球視覺小說的市場佔有率:各類型企業(Tier 1·Tier 2·Tier 3)
  • 全球主要企業的視覺小說收益的排行榜
  • 全球視覺小說的市場集中度
    • 全球視覺小說的市場集中度(CR5,HHI)
    • 全球視覺小說收益的10大·5大企業(2023年)
  • 全球視覺小說的主要企業的總公司,服務地區
  • 全球視覺小說的主要企業,產品類型
  • 全球視覺小說的主要企業,產業進入日
  • 合併和收購,擴張計劃

第4章 視覺小說的明細資料:各類型

  • 全球視覺小說的市場規模的實際成果:各類型(2019年~2024年)
  • 全球視覺小說的市場規模的預測:各類型(2025年~2030年)

第5章 視覺小說的明細資料:各用途

  • 全球視覺小說的市場規模的實際成果:各用途(2019年~2024年)
  • 全球視覺小說的市場規模的預測:各用途(2025年~2030年)

第6章 北美

  • 北美的視覺小說的市場規模(2019年~2030年)
  • 北美的視覺小說市場成長率:各國(2019年·2023年·2030年)
  • 北美的視覺小說的市場規模:各國(2019年~2024年)
  • 北美的視覺小說的市場規模:各國(2025年~2030年)
  • 美國
  • 加拿大

第7章 歐洲

  • 歐洲的視覺小說的市場規模(2019年~2030年)
  • 歐洲的視覺小說市場成長率:各國(2019年·2023年·2030年)
  • 歐洲的視覺小說的市場規模:各國(2019年~2024年)
  • 歐洲的視覺小說的市場規模:各國(2025年~2030年)
  • 德國
  • 法國
  • 英國
  • 義大利
  • 荷蘭

第8章 亞太地區

  • 亞太地區的視覺小說的市場規模(2019年~2030年)
  • 亞太地區的視覺小說市場成長率:各國(2019年·2023年·2030年)
  • 亞太地區的視覺小說的市場規模:各地區(2019年~2024年)
  • 亞太地區的視覺小說的市場規模:各地區(2025年~2030年)
  • 中國
  • 日本
  • 韓國
  • 東南亞
  • 印度
  • 澳洲

第9章 南美

  • 南美的視覺小說的市場規模(2019年~2030年)
  • 南美的視覺小說市場成長率:各國(2019年·2023年·2030年)
  • 南美的視覺小說的市場規模:各國(2019年~2024年)
  • 南美的視覺小說的市場規模:各國(2025年~2030年)
  • 墨西哥
  • 巴西

第10章 中東·非洲

  • 中東·非洲的視覺小說的市場規模(2019年~2030年)
  • 中東·非洲的視覺小說市場成長率:各國(2019年·2023年·2030年)
  • 中東·非洲的視覺小說的市場規模:各國(2019年~2024年)
  • 中東·非洲的視覺小說的市場規模:各國(2025年~2030年)
  • 中東
  • 非洲

第11章 主要視覺小說開發企業的簡介

  • 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

第12章 主要視覺小說讀書平台企業的簡介

  • Crazy Maple Studio (Chapters)
  • Pixelberry Studios (Choices)
  • Pocket Gems (Episode)

第13章 分析師的觀點/結論

第14章 附錄

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.

Table of Contents

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)
  • Table 21. Global Key Players of Visual Novel, Headquarters and Area Served
  • Table 22. Global Key Players of Visual Novel, Product Type
  • Table 23. Global Key Players of Visual Novel, Date of Enter into This Industry
  • Table 24. Mergers & Acquisitions, Expansion Plans
  • Table 25. Global Visual Novel Market Size by Type (2019-2024) & (US$ Million)
  • Table 26. Global Visual Novel Revenue Market Share by Type (2019-2024)
  • Table 27. Global Visual Novel Forecasted Market Size by Type (2025-2030) & (US$ Million)
  • Table 28. Global Visual Novel Revenue Market Share by Type (2025-2030)
  • Table 29. Global Visual Novel Market Size by Application (2019-2024) & (US$ Million)
  • Table 30. Global Visual Novel Revenue Market Share by Application (2019-2024)
  • Table 31. Global Visual Novel Forecasted Market Size by Application (2025-2030) & (US$ Million)
  • Table 32. Global Visual Novel Revenue Market Share by Application (2025-2030)
  • Table 33. North America Visual Novel Market Size Growth Rate by Country (US$ Million): 2019 VS 2023 VS 2030
  • Table 34. North America Visual Novel Market Size by Country (2019-2024) & (US$ Million)
  • Table 35. North America Visual Novel Market Size by Country (2025-2030) & (US$ Million)
  • Table 36. Europe Visual Novel Market Size Growth Rate by Country (US$ Million): 2019 VS 2023 VS 2030
  • Table 37. Europe Visual Novel Market Size by Country (2019-2024) & (US$ Million)
  • Table 38. Europe Visual Novel Market Size by Country (2025-2030) & (US$ Million)
  • Table 39. Asia-Pacific Visual Novel Market Size Growth Rate by Country (US$ Million): 2019 VS 2023 VS 2030
  • Table 40. Asia-Pacific Visual Novel Market Size by Region (2019-2024) & (US$ Million)
  • Table 41. Asia-Pacific Visual Novel Market Size by Region (2025-2030) & (US$ Million)
  • Table 42. Latin America Visual Novel Market Size Growth Rate by Country (US$ Million): 2019 VS 2023 VS 2030
  • Table 43. Latin America Visual Novel Market Size by Country (2019-2024) & (US$ Million)
  • Table 44. Latin America Visual Novel Market Size by Country (2025-2030) & (US$ Million)
  • Table 45. Middle East & Africa Visual Novel Market Size Growth Rate by Country (US$ Million): 2019 VS 2023 VS 2030
  • Table 46. Middle East & Africa Visual Novel Market Size by Country (2019-2024) & (US$ Million)
  • Table 47. Middle East & Africa Visual Novel Market Size by Country (2025-2030) & (US$ Million)
  • Table 48. SEGA Company Details
  • Table 49. SEGA Business Overview
  • Table 50. SEGA Visual Novel Product
  • Table 51. SEGA Revenue in Visual Novel Business (2019-2024) & (US$ Million)
  • Table 52. SEGA Recent Development
  • Table 53. Capcom (Ace Attorney) Company Details
  • Table 54. Capcom (Ace Attorney) Business Overview
  • Table 55. Capcom (Ace Attorney) Visual Novel Product
  • Table 56. Capcom (Ace Attorney) Revenue in Visual Novel Business (2019-2024) & (US$ Million)
  • Table 57. Capcom (Ace Attorney) Recent Development
  • Table 58. ZA/UM Studio Company Details
  • Table 59. ZA/UM Business Overview
  • Table 60. ZA/UM Visual Novel Product
  • Table 61. ZA/UM Revenue in Visual Novel Business (2019-2024) & (US$ Million)
  • Table 62. Nitroplus Company Details
  • Table 63. Nitroplus Business Overview
  • Table 64. Nitroplus Visual Novel Product
  • Table 65. Nitroplus Revenue in Visual Novel Business (2019-2024) & (US$ Million)
  • Table 66. Spike Chunsoft Company Details
  • Table 67. Spike Chunsoft Business Overview
  • Table 68. Spike Chunsoft Visual Novel Product
  • Table 69. Spike Chunsoft Revenue in Visual Novel Business (2019-2024) & (US$ Million)
  • Table 70. Spike Chunsoft Recent Development
  • Table 71. Frontwing Company Details
  • Table 72. Frontwing Business Overview
  • Table 73. Frontwing Visual Novel Product
  • Table 74. Frontwing Revenue in Visual Novel Business (2019-2024) & (US$ Million)
  • Table 75. Frontwing Recent Development
  • Table 76. Purple Software Company Details
  • Table 77. Purple Software Business Overview
  • Table 78. Purple Software Visual Novel Product
  • Table 79. Purple Software Revenue in Visual Novel Business (2019-2024) & (US$ Million)
  • Table 80. ProjectMoon Company Details
  • Table 81. ProjectMoon Business Overview
  • Table 82. ProjectMoon Visual Novel Product
  • Table 83. ProjectMoon Revenue in Visual Novel Business (2019-2024) & (US$ Million)
  • Table 84. Aquaplus Company Details
  • Table 85. Aquaplus Business Overview
  • Table 86. Aquaplus Visual Novel Product
  • Table 87. Aquaplus Revenue in Visual Novel Business (2019-2024) & (US$ Million)
  • Table 88. Regista Company Details
  • Table 89. Regista Business Overview
  • Table 90. Regista Visual Novel Product
  • Table 91. Regista Revenue in Visual Novel Business (2019-2024) & (US$ Million)
  • Table 92. Regista Recent Development
  • Table 93. Nippon Ichi Software Company Details
  • Table 94. Nippon Ichi Software Business Overview
  • Table 95. Nippon Ichi Software Visual Novel Product
  • Table 96. Nippon Ichi Software Revenue in Visual Novel Business (2019-2024) & (US$ Million)
  • Table 97. Nippon Ichi Software Recent Development
  • Table 98. Idea Factory Company Details
  • Table 99. Idea Factory Business Overview
  • Table 100. Idea Factory Visual Novel Product
  • Table 101. Idea Factory Revenue in Visual Novel Business (2019-2024) & (US$ Million)
  • Table 102. Idea Factory Recent Development
  • Table 103. Bandai Namco Company Details
  • Table 104. Bandai Namco Business Overview
  • Table 105. Bandai Namco Visual Novel Product
  • Table 106. Bandai Namco Revenue in Visual Novel Business (2019-2024) & (US$ Million)
  • Table 107. Bandai Namco Recent Development
  • Table 108. SIGONO Company Details
  • Table 109. SIGONO Business Overview
  • Table 110. SIGONO Visual Novel Product
  • Table 111. SIGONO Revenue in Visual Novel Business (2019-2024) & (US$ Million)
  • Table 112. SIGONO Recent Development
  • Table 113. Tencent (Visual Arts) Company Details
  • Table 114. Tencent (Visual Arts) Business Overview
  • Table 115. Tencent (Visual Arts) Visual Novel Product
  • Table 116. Tencent (Visual Arts) Revenue in Visual Novel Business (2019-2024) & (US$ Million)
  • Table 117. Tencent (Visual Arts) Recent Development
  • Table 118. 07th Expansion Company Details
  • Table 119. 07th Expansion Business Overview
  • Table 120. 07th Expansion Visual Novel Product
  • Table 121. 07th Expansion Revenue in Visual Novel Business (2019-2024) & (US$ Million)
  • Table 122. Crazy Maple Studio (Chapters) Company Details
  • Table 123. Crazy Maple Studio (Chapters) Business Overview
  • Table 124. Crazy Maple Studio (Chapters) Visual Novel Product
  • Table 125. Crazy Maple Studio (Chapters) Revenue in Visual Novel Business (2019-2024) & (US$ Million)
  • Table 126. Pixelberry Studios (Choices) Company Details
  • Table 127. Pixelberry Studios (Choices) Business Overview
  • Table 128. Pixelberry Studios (Choices) Visual Novel Product
  • Table 129. Pixelberry Studios (Choices) Revenue in Visual Novel Business (2019-2024) & (US$ Million)
  • Table 130. Pocket Gems (Episode) Company Details
  • Table 131. Pocket Gems (Episode) Business Overview
  • Table 132. Pocket Gems (Episode) Visual Novel Product
  • Table 133. Pocket Gems (Episode) Revenue in Visual Novel Business (2019-2024) & (US$ Million)
  • Table 134. Research Programs/Design for This Report
  • Table 135. Key Data Information from Secondary Sources
  • Table 136. Key Data Information from Primary Sources
  • Table 137. Authors List of This Report

List of Figures

  • Figure 1. Visual Novel Picture
  • Figure 2. Global Visual Novel Market Size Comparison by Type (2024-2030) & (US$ Million)
  • Figure 3. Global Visual Novel Market Share by Type: 2023 VS 2030
  • Figure 4. Romance Games Features
  • Figure 5. Adventure Games Features
  • Figure 6. Mystery Games Features
  • Figure 7. Others Features
  • Figure 8. Global Visual Novel Market Size by Application (2024-2030) & (US$ Million)
  • Figure 9. Global Visual Novel Market Share by Application: 2023 VS 2030
  • Figure 10. Female Case Studies
  • Figure 11. Male Case Studies
  • Figure 12. Visual Novel Report Years Considered
  • Figure 13. Global Visual Novel Market Size (US$ Million), Year-over-Year: 2019-2030
  • Figure 14. Global Visual Novel Market Size, (US$ Million), 2019 VS 2023 VS 2030
  • Figure 15. Global Visual Novel Reading Platforms Market Size (US$ Million), Year-over-Year: 2019-2030
  • Figure 16. Global Visual Novel Reading Platforms Market Size, (US$ Million), 2019 VS 2023 VS 2030
  • Figure 17. Global Visual Novel Market Share by Region: 2023 VS 2030
  • Figure 18. Global Visual Novel Market Share by Players in 2023
  • Figure 19. 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)
  • Figure 20. The Top 10 and 5 Players Market Share by Visual Novel Revenue in 2023
  • Figure 21. North America Visual Novel Market Size YoY Growth (2019-2030) & (US$ Million)
  • Figure 22. United States Visual Novel Market Size YoY Growth (2019-2030) & (US$ Million)
  • Figure 23. Canada Visual Novel Market Size YoY Growth (2019-2030) & (US$ Million)
  • Figure 24. Europe Visual Novel Market Size YoY Growth (2019-2030) & (US$ Million)
  • Figure 25. Germany Visual Novel Market Size YoY Growth (2019-2030) & (US$ Million)
  • Figure 26. France Visual Novel Market Size YoY Growth (2019-2030) & (US$ Million)
  • Figure 27. U.K. Visual Novel Market Size YoY Growth (2019-2030) & (US$ Million)
  • Figure 28. Italy Visual Novel Market Size YoY Growth (2019-2030) & (US$ Million)
  • Figure 29. Netherlands Visual Novel Market Size YoY Growth (2019-2030) & (US$ Million)
  • Figure 30. Asia-Pacific Visual Novel Market Size YoY Growth (2019-2030) & (US$ Million)
  • Figure 31. China Visual Novel Market Size YoY Growth (2019-2030) & (US$ Million)
  • Figure 32. Japan Visual Novel Market Size YoY Growth (2019-2030) & (US$ Million)
  • Figure 33. South Korea Visual Novel Market Size YoY Growth (2019-2030) & (US$ Million)
  • Figure 34. Southeast Asia Visual Novel Market Size YoY Growth (2019-2030) & (US$ Million)
  • Figure 35. India Visual Novel Market Size YoY Growth (2019-2030) & (US$ Million)
  • Figure 36. Australia Visual Novel Market Size YoY Growth (2019-2030) & (US$ Million)
  • Figure 37. Latin America Visual Novel Market Size YoY Growth (2019-2030) & (US$ Million)
  • Figure 38. Mexico Visual Novel Market Size YoY Growth (2019-2030) & (US$ Million)
  • Figure 39. Brazil Visual Novel Market Size YoY Growth (2019-2030) & (US$ Million)
  • Figure 40. Middle East & Africa Visual Novel Market Size YoY Growth (2019-2030) & (US$ Million)
  • Figure 41. Middle East Visual Novel Market Size YoY Growth (2019-2030) & (US$ Million)
  • Figure 42. Africa Visual Novel Market Size YoY Growth (2019-2030) & (US$ Million)
  • Figure 43. Bottom-up and Top-down Approaches for This Report
  • Figure 44. Data Triangulation
  • Figure 45. Key Executives Interviewed