Part 1
Part 2
Part 3
Part 5
Description
A visual novel is a type of interactive fiction game that combines storytelling with visuals, music, and sometimes voice acting. It is a popular genre in Japan and has gained international popularity as well. In a visual novel, players typically follow a predetermined storyline and make choices that affect the outcome of the game. The story is presented through a combination of text and visuals, with players often having the ability to choose between different dialogue options or actions for the main character. Visual novels can cover a wide range of genres, including romance, mystery, fantasy, science fiction, and more. They often feature multiple branching paths and endings, allowing players to experience different storylines and outcomes based on their choices. Visual novels evolved from adventure games, a genre of computer games. Adventure games can be divided into text adventure games (Text Adventure) and action-adventure games (Action-Adventure Game). Text adventure games are mainly adventure games based on the player's choice of text, thereby promoting the development of the game. Its performance method mainly uses text input and output. It can be simply understood as using the game itself to tell the story. Text adventure games are divided into visual novels and audio novels. Visual novels are derived from the concept of audio novels, and the difference between the two is not that big. In essence, visual novels are a transformation from novels to games. The amount of text is larger than that of normal game content. It is often the case that the entire screen is filled with text, so the text content of visual novels will account for a very large proportion in the game. The rest of the images and music are designed to support the narrative of the text. Audio novels pay more attention to the experience of game players, and pay great attention to the frequency and rhythm of the game. Generally, pictures fill the screen, and text only takes up a small part, and usually appears at the bottom of the screen, and the text part is as large as possible. Streamlined, because the audio novel mainly serves the pacing of the game itself. There are currently two mainstream Visual Novel models. One is for publishers to develop games and distribute them through Nintendo or steam. The other is for companies to establish Visual Novel platforms, such as Chapters, Choices, Episodes, etc. The revenue in this report is based on publisher data, which is mainly based on digital distribution platforms such as Nintendo Switch or Steam. Chapter 2.2 counts the reading platform market, which is mainly based on Chapters, Choices, Episodes and other types of companies. The global market for Visual Novel was estimated to be worth US$ 264 million in 2023 and is forecast to a readjusted size of US$ 620 million by 2030 with a CAGR of 10.5% during the forecast period 2024-2030.
Visual Novel Market Size
M= millions and B=billions
Global key players of Visual Novel include SEGA, Capcom (Ace Attorney), ZA/UM Studio, Nitroplus, Spike Chunsoft, etc. The top five players hold a share about 29%. Europe is the largest market, and has a share about 55%, followed by North America and Asia-Pacific with share 18% and 18%, separately. In terms of product type, Romance Visual Novels is the largest segment, occupied for a share of 47%. In terms of application, Female has a share about 77 percent.
The Visual Novel market size, estimations, and forecasts are provided in terms of sales revenue ($ millions), considering 2023 as the base year, with history and forecast data for the period from 2019 to 2030. 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.
Market Segmentation
Report Metric
Details
Report Title
Visual Novel- Global Market Share and Ranking, Overall Sales and Demand Forecast 2024-2030
Forecasted Market Size in 2030
US$ 620 million
CAGR(2024-2030)
10.5%
Market Size Available for Years
2019-2030
Global Visual Novel Companies Covered
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
Global Visual Novel Market, by Region
North America (U.S., Canada, Mexico)
Europe (Germany, France, UK, Italy, etc.)
Asia Pacific (China, Japan, South Korea, Southeast Asia, India, etc.)
South America (Brazil, etc.)
Middle East and Africa (Turkey, GCC Countries, Africa, etc.)
Global Visual Novel Market, Segment by Type
Romance Visual Novels
Adventure Visual Novels
Mystery Visual Novels
Others
Global Visual Novel Market, Segment by Application
Female
Male
Forecast Units
USD million in value
Report Coverage
Revenue and volume forecast, company share, competitive landscape, growth factors and trends
Chapter Outline
Chapter 1: Introduces the report scope of the report, global total market size. This chapter also provides the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by manufacturers in the industry, and the analysis of relevant policies in the industry.
Chapter 2: Detailed analysis of Visual Novel company competitive landscape, revenue market share, latest development plan, merger, and acquisition information, etc.
Chapter 3: 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 4: 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 5: Revenue of Visual Novel in regional level. It provides a quantitative analysis of the market size and development potential of each region and introduces the market development, future development prospects, market space, and market size of each country in the world.
Chapter 6: Revenue of Visual Novel in country level. It provides sigmate data by Type, and by Application for each country/region.
Chapter 7: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product revenue, gross margin, product introduction, recent development, etc.
Chapter 8: Analysis of industrial chain, including the upstream and downstream of the industry.
Chapter 9: Conclusion.
Table of Contents
1 Market Overview
1.1 Visual Novel Product Introduction
1.2 Global Visual Novel Market Size Forecast (2019-2030)
1.3 Visual Novel Market Trends & Drivers
1.3.1 Visual Novel Industry Trends
1.3.2 Visual Novel Market Drivers & Opportunity
1.3.3 Visual Novel Market Challenges
1.3.4 Visual Novel Market Restraints
1.4 Assumptions and Limitations
1.5 Study Objectives
1.6 Years Considered
2 Competitive Analysis by Company
2.1 Global Visual Novel Players Revenue Ranking (2023)
2.2 Global Visual Novel Revenue by Company (2019-2024)
2.3 Key Companies Visual Novel Manufacturing Base Distribution and Headquarters
2.4 Key Companies Visual Novel Product Offered
2.5 Key Companies Time to Begin Mass Production of Visual Novel
2.6 Visual Novel Market Competitive Analysis
2.6.1 Visual Novel Market Concentration Rate (2019-2024)
2.6.2 Global 5 and 10 Largest Companies by Visual Novel Revenue in 2023
2.6.3 Global Top Companies by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in Visual Novel as of 2023)
2.7 Mergers & Acquisitions, Expansion
3 Segmentation by Type
3.1 Introduction by Type
3.1.1 Romance Visual Novels
3.1.2 Adventure Visual Novels
3.1.3 Mystery Visual Novels
3.1.4 Others
3.2 Global Visual Novel Sales Value by Type
3.2.1 Global Visual Novel Sales Value by Type (2019 VS 2023 VS 2030)
3.2.2 Global Visual Novel Sales Value, by Type (2019-2030)
3.2.3 Global Visual Novel Sales Value, by Type (%) (2019-2030)
4 Segmentation by Application
4.1 Introduction by Application
4.1.1 Female
4.1.2 Male
4.2 Global Visual Novel Sales Value by Application
4.2.1 Global Visual Novel Sales Value by Application (2019 VS 2023 VS 2030)
4.2.2 Global Visual Novel Sales Value, by Application (2019-2030)
4.2.3 Global Visual Novel Sales Value, by Application (%) (2019-2030)
5 Segmentation by Region
5.1 Global Visual Novel Sales Value by Region
5.1.1 Global Visual Novel Sales Value by Region: 2019 VS 2023 VS 2030
5.1.2 Global Visual Novel Sales Value by Region (2019-2024)
5.1.3 Global Visual Novel Sales Value by Region (2025-2030)
5.1.4 Global Visual Novel Sales Value by Region (%), (2019-2030)
5.2 North America
5.2.1 North America Visual Novel Sales Value, 2019-2030
5.2.2 North America Visual Novel Sales Value by Country (%), 2023 VS 2030
5.3 Europe
5.3.1 Europe Visual Novel Sales Value, 2019-2030
5.3.2 Europe Visual Novel Sales Value by Country (%), 2023 VS 2030
5.4 Asia Pacific
5.4.1 Asia Pacific Visual Novel Sales Value, 2019-2030
5.4.2 Asia Pacific Visual Novel Sales Value by Region (%), 2023 VS 2030
5.5 South America
5.5.1 South America Visual Novel Sales Value, 2019-2030
5.5.2 South America Visual Novel Sales Value by Country (%), 2023 VS 2030
5.6 Middle East & Africa
5.6.1 Middle East & Africa Visual Novel Sales Value, 2019-2030
5.6.2 Middle East & Africa Visual Novel Sales Value by Country (%), 2023 VS 2030
6 Segmentation by Key Countries/Regions
6.1 Key Countries/Regions Visual Novel Sales Value Growth Trends, 2019 VS 2023 VS 2030
6.2 Key Countries/Regions Visual Novel Sales Value, 2019-2030
6.3 United States
6.3.1 United States Visual Novel Sales Value, 2019-2030
6.3.2 United States Visual Novel Sales Value by Type (%), 2023 VS 2030
6.3.3 United States Visual Novel Sales Value by Application, 2023 VS 2030
6.4 Europe
6.4.1 Europe Visual Novel Sales Value, 2019-2030
6.4.2 Europe Visual Novel Sales Value by Type (%), 2023 VS 2030
6.4.3 Europe Visual Novel Sales Value by Application, 2023 VS 2030
6.5 China
6.5.1 China Visual Novel Sales Value, 2019-2030
6.5.2 China Visual Novel Sales Value by Type (%), 2023 VS 2030
6.5.3 China Visual Novel Sales Value by Application, 2023 VS 2030
6.6 Japan
6.6.1 Japan Visual Novel Sales Value, 2019-2030
6.6.2 Japan Visual Novel Sales Value by Type (%), 2023 VS 2030
6.6.3 Japan Visual Novel Sales Value by Application, 2023 VS 2030
6.7 South Korea
6.7.1 South Korea Visual Novel Sales Value, 2019-2030
6.7.2 South Korea Visual Novel Sales Value by Type (%), 2023 VS 2030
6.7.3 South Korea Visual Novel Sales Value by Application, 2023 VS 2030
6.8 Southeast Asia
6.8.1 Southeast Asia Visual Novel Sales Value, 2019-2030
6.8.2 Southeast Asia Visual Novel Sales Value by Type (%), 2023 VS 2030
6.8.3 Southeast Asia Visual Novel Sales Value by Application, 2023 VS 2030
6.9 India
6.9.1 India Visual Novel Sales Value, 2019-2030
6.9.2 India Visual Novel Sales Value by Type (%), 2023 VS 2030
6.9.3 India Visual Novel Sales Value by Application, 2023 VS 2030
7 Company Profiles
7.1 SEGA
7.1.1 SEGA Profile
7.1.2 SEGA Main Business
7.1.3 SEGA Visual Novel Products, Services and Solutions
7.1.4 SEGA Visual Novel Revenue (US$ Million) & (2019-2024)
7.1.5 SEGA Recent Developments
7.2 Capcom (Ace Attorney)
7.2.1 Capcom (Ace Attorney) Profile
7.2.2 Capcom (Ace Attorney) Main Business
7.2.3 Capcom (Ace Attorney) Visual Novel Products, Services and Solutions
7.2.4 Capcom (Ace Attorney) Visual Novel Revenue (US$ Million) & (2019-2024)
7.2.5 Capcom (Ace Attorney) Recent Developments
7.3 ZA/UM Studio
7.3.1 ZA/UM Studio Profile
7.3.2 ZA/UM Studio Main Business
7.3.3 ZA/UM Studio Visual Novel Products, Services and Solutions
7.3.4 ZA/UM Studio Visual Novel Revenue (US$ Million) & (2019-2024)
7.3.5 ZA/UM Studio Recent Developments
7.4 Nitroplus
7.4.1 Nitroplus Profile
7.4.2 Nitroplus Main Business
7.4.3 Nitroplus Visual Novel Products, Services and Solutions
7.4.4 Nitroplus Visual Novel Revenue (US$ Million) & (2019-2024)
7.4.5 Nitroplus Recent Developments
7.5 Spike Chunsoft
7.5.1 Spike Chunsoft Profile
7.5.2 Spike Chunsoft Main Business
7.5.3 Spike Chunsoft Visual Novel Products, Services and Solutions
7.5.4 Spike Chunsoft Visual Novel Revenue (US$ Million) & (2019-2024)
7.5.5 Spike Chunsoft Recent Developments
7.6 Frontwing
7.6.1 Frontwing Profile
7.6.2 Frontwing Main Business
7.6.3 Frontwing Visual Novel Products, Services and Solutions
7.6.4 Frontwing Visual Novel Revenue (US$ Million) & (2019-2024)
7.6.5 Frontwing Recent Developments
7.7 Purple Software
7.7.1 Purple Software Profile
7.7.2 Purple Software Main Business
7.7.3 Purple Software Visual Novel Products, Services and Solutions
7.7.4 Purple Software Visual Novel Revenue (US$ Million) & (2019-2024)
7.7.5 Purple Software Recent Developments
7.8 ProjectMoon
7.8.1 ProjectMoon Profile
7.8.2 ProjectMoon Main Business
7.8.3 ProjectMoon Visual Novel Products, Services and Solutions
7.8.4 ProjectMoon Visual Novel Revenue (US$ Million) & (2019-2024)
7.8.5 ProjectMoon Recent Developments
7.9 Aquaplus
7.9.1 Aquaplus Profile
7.9.2 Aquaplus Main Business
7.9.3 Aquaplus Visual Novel Products, Services and Solutions
7.9.4 Aquaplus Visual Novel Revenue (US$ Million) & (2019-2024)
7.9.5 Aquaplus Recent Developments
7.10 Regista
7.10.1 Regista Profile
7.10.2 Regista Main Business
7.10.3 Regista Visual Novel Products, Services and Solutions
7.10.4 Regista Visual Novel Revenue (US$ Million) & (2019-2024)
7.10.5 Regista Recent Developments
7.11 Nippon Ichi Software
7.11.1 Nippon Ichi Software Profile
7.11.2 Nippon Ichi Software Main Business
7.11.3 Nippon Ichi Software Visual Novel Products, Services and Solutions
7.11.4 Nippon Ichi Software Visual Novel Revenue (US$ Million) & (2019-2024)
7.11.5 Nippon Ichi Software Recent Developments
7.12 Idea Factory
7.12.1 Idea Factory Profile
7.12.2 Idea Factory Main Business
7.12.3 Idea Factory Visual Novel Products, Services and Solutions
7.12.4 Idea Factory Visual Novel Revenue (US$ Million) & (2019-2024)
7.12.5 Idea Factory Recent Developments
7.13 Bandai Namco
7.13.1 Bandai Namco Profile
7.13.2 Bandai Namco Main Business
7.13.3 Bandai Namco Visual Novel Products, Services and Solutions
7.13.4 Bandai Namco Visual Novel Revenue (US$ Million) & (2019-2024)
7.13.5 Bandai Namco Recent Developments
7.14 SIGONO
7.14.1 SIGONO Profile
7.14.2 SIGONO Main Business
7.14.3 SIGONO Visual Novel Products, Services and Solutions
7.14.4 SIGONO Visual Novel Revenue (US$ Million) & (2019-2024)
7.14.5 SIGONO Recent Developments
7.15 Tencent (Visual Arts)
7.15.1 Tencent (Visual Arts) Profile
7.15.2 Tencent (Visual Arts) Main Business
7.15.3 Tencent (Visual Arts) Visual Novel Products, Services and Solutions
7.15.4 Tencent (Visual Arts) Visual Novel Revenue (US$ Million) & (2019-2024)
7.15.5 Tencent (Visual Arts) Recent Developments
7.16 07th Expansion
7.16.1 07th Expansion Profile
7.16.2 07th Expansion Main Business
7.16.3 07th Expansion Visual Novel Products, Services and Solutions
7.16.4 07th Expansion Visual Novel Revenue (US$ Million) & (2019-2024)
7.16.5 07th Expansion Recent Developments
8 Industry Chain Analysis
8.1 Visual Novel Industrial Chain
8.2 Visual Novel Upstream Analysis
8.2.1 Key Raw Materials
8.2.2 Raw Materials Key Suppliers
8.2.3 Manufacturing Cost Structure
8.3 Midstream Analysis
8.4 Downstream Analysis (Customers Analysis)
8.5 Sales Model and Sales Channels
8.5.1 Visual Novel Sales Model
8.5.2 Sales Channel
8.5.3 Visual Novel Distributors
9 Research Findings and Conclusion
10 Appendix
10.1 Research Methodology
10.1.1 Methodology/Research Approach
10.1.1.1 Research Programs/Design
10.1.1.2 Market Size Estimation
10.1.1.3 Market Breakdown and Data Triangulation
10.1.2 Data Source
10.1.2.1 Secondary Sources
10.1.2.2 Primary Sources
10.2 Author Details
10.3 Disclaimer
Table of Figures
List of Tables
Table 1. Visual Novel Market Trends
Table 2. Visual Novel Market Drivers & Opportunity
Table 3. Visual Novel Market Challenges
Table 4. Visual Novel Market Restraints
Table 5. Global Visual Novel Revenue by Company (2019-2024) & (US$ Million)
Table 6. Global Visual Novel Revenue Market Share by Company (2019-2024)
Table 7. Key Companies Visual Novel Manufacturing Base Distribution and Headquarters
Table 8. Key Companies Visual Novel Product Type
Table 9. Key Companies Time to Begin Mass Production of Visual Novel
Table 10. Global Visual Novel Companies Market Concentration Ratio (CR5 and HHI)
Table 11. Global Top Companies Market Share by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in Visual Novel as of 2023)
Table 12. Mergers & Acquisitions, Expansion Plans
Table 13. Global Visual Novel Sales Value by Type: 2019 VS 2023 VS 2030 (US$ Million)
Table 14. Global Visual Novel Sales Value by Type (2019-2024) & (US$ Million)
Table 15. Global Visual Novel Sales Value by Type (2025-2030) & (US$ Million)
Table 16. Global Visual Novel Sales Market Share in Value by Type (2019-2024)
Table 17. Global Visual Novel Sales Market Share in Value by Type (2025-2030)
Table 18. Global Visual Novel Sales Value by Application: 2019 VS 2023 VS 2030 (US$ Million)
Table 19. Global Visual Novel Sales Value by Application (2019-2024) & (US$ Million)
Table 20. Global Visual Novel Sales Value by Application (2025-2030) & (US$ Million)
Table 21. Global Visual Novel Sales Market Share in Value by Application (2019-2024)
Table 22. Global Visual Novel Sales Market Share in Value by Application (2025-2030)
Table 23. Global Visual Novel Sales Value by Region, (2019 VS 2023 VS 2030) & (US$ Million)
Table 24. Global Visual Novel Sales Value by Region (2019-2024) & (US$ Million)
Table 25. Global Visual Novel Sales Value by Region (2025-2030) & (US$ Million)
Table 26. Global Visual Novel Sales Value by Region (2019-2024) & (%)
Table 27. Global Visual Novel Sales Value by Region (2025-2030) & (%)
Table 28. Key Countries/Regions Visual Novel Sales Value Growth Trends, (US$ Million): 2019 VS 2023 VS 2030
Table 29. Key Countries/Regions Visual Novel Sales Value, (2019-2024) & (US$ Million)
Table 30. Key Countries/Regions Visual Novel Sales Value, (2025-2030) & (US$ Million)
Table 31. SEGA Basic Information List
Table 32. SEGA Description and Business Overview
Table 33. SEGA Visual Novel Products, Services and Solutions
Table 34. Revenue (US$ Million) in Visual Novel Business of SEGA (2019-2024)
Table 35. SEGA Recent Developments
Table 36. Capcom (Ace Attorney) Basic Information List
Table 37. Capcom (Ace Attorney) Description and Business Overview
Table 38. Capcom (Ace Attorney) Visual Novel Products, Services and Solutions
Table 39. Revenue (US$ Million) in Visual Novel Business of Capcom (Ace Attorney) (2019-2024)
Table 40. Capcom (Ace Attorney) Recent Developments
Table 41. ZA/UM Studio Basic Information List
Table 42. ZA/UM Studio Description and Business Overview
Table 43. ZA/UM Studio Visual Novel Products, Services and Solutions
Table 44. Revenue (US$ Million) in Visual Novel Business of ZA/UM Studio (2019-2024)
Table 45. ZA/UM Studio Recent Developments
Table 46. Nitroplus Basic Information List
Table 47. Nitroplus Description and Business Overview
Table 48. Nitroplus Visual Novel Products, Services and Solutions
Table 49. Revenue (US$ Million) in Visual Novel Business of Nitroplus (2019-2024)
Table 50. Nitroplus Recent Developments
Table 51. Spike Chunsoft Basic Information List
Table 52. Spike Chunsoft Description and Business Overview
Table 53. Spike Chunsoft Visual Novel Products, Services and Solutions
Table 54. Revenue (US$ Million) in Visual Novel Business of Spike Chunsoft (2019-2024)
Table 55. Spike Chunsoft Recent Developments
Table 56. Frontwing Basic Information List
Table 57. Frontwing Description and Business Overview
Table 58. Frontwing Visual Novel Products, Services and Solutions
Table 59. Revenue (US$ Million) in Visual Novel Business of Frontwing (2019-2024)
Table 60. Frontwing Recent Developments
Table 61. Purple Software Basic Information List
Table 62. Purple Software Description and Business Overview
Table 63. Purple Software Visual Novel Products, Services and Solutions
Table 64. Revenue (US$ Million) in Visual Novel Business of Purple Software (2019-2024)
Table 65. Purple Software Recent Developments
Table 66. ProjectMoon Basic Information List
Table 67. ProjectMoon Description and Business Overview
Table 68. ProjectMoon Visual Novel Products, Services and Solutions
Table 69. Revenue (US$ Million) in Visual Novel Business of ProjectMoon (2019-2024)
Table 70. ProjectMoon Recent Developments
Table 71. Aquaplus Basic Information List
Table 72. Aquaplus Description and Business Overview
Table 73. Aquaplus Visual Novel Products, Services and Solutions
Table 74. Revenue (US$ Million) in Visual Novel Business of Aquaplus (2019-2024)
Table 75. Aquaplus Recent Developments
Table 76. Regista Basic Information List
Table 77. Regista Description and Business Overview
Table 78. Regista Visual Novel Products, Services and Solutions
Table 79. Revenue (US$ Million) in Visual Novel Business of Regista (2019-2024)
Table 80. Regista Recent Developments
Table 81. Nippon Ichi Software Basic Information List
Table 82. Nippon Ichi Software Description and Business Overview
Table 83. Nippon Ichi Software Visual Novel Products, Services and Solutions
Table 84. Revenue (US$ Million) in Visual Novel Business of Nippon Ichi Software (2019-2024)
Table 85. Nippon Ichi Software Recent Developments
Table 86. Idea Factory Basic Information List
Table 87. Idea Factory Description and Business Overview
Table 88. Idea Factory Visual Novel Products, Services and Solutions
Table 89. Revenue (US$ Million) in Visual Novel Business of Idea Factory (2019-2024)
Table 90. Idea Factory Recent Developments
Table 91. Bandai Namco Basic Information List
Table 92. Bandai Namco Description and Business Overview
Table 93. Bandai Namco Visual Novel Products, Services and Solutions
Table 94. Revenue (US$ Million) in Visual Novel Business of Bandai Namco (2019-2024)
Table 95. Bandai Namco Recent Developments
Table 96. SIGONO Basic Information List
Table 97. SIGONO Description and Business Overview
Table 98. SIGONO Visual Novel Products, Services and Solutions
Table 99. Revenue (US$ Million) in Visual Novel Business of SIGONO (2019-2024)
Table 100. SIGONO Recent Developments
Table 101. Tencent (Visual Arts) Basic Information List
Table 102. Tencent (Visual Arts) Description and Business Overview
Table 103. Tencent (Visual Arts) Visual Novel Products, Services and Solutions
Table 104. Revenue (US$ Million) in Visual Novel Business of Tencent (Visual Arts) (2019-2024)
Table 105. Tencent (Visual Arts) Recent Developments
Table 106. 07th Expansion Basic Information List
Table 107. 07th Expansion Description and Business Overview
Table 108. 07th Expansion Visual Novel Products, Services and Solutions
Table 109. Revenue (US$ Million) in Visual Novel Business of 07th Expansion (2019-2024)
Table 110. 07th Expansion Recent Developments
Table 111. Key Raw Materials Lists
Table 112. Raw Materials Key Suppliers Lists
Table 113. Visual Novel Downstream Customers
Table 114. Visual Novel Distributors List
Table 115. Research Programs/Design for This Report
Table 116. Key Data Information from Secondary Sources
Table 117. Key Data Information from Primary Sources
Table 118. Business Unit and Senior & Team Lead Analysts
List of Figures
Figure 1. Visual Novel Product Picture
Figure 2. Global Visual Novel Sales Value, 2019 VS 2023 VS 2030 (US$ Million)
Figure 3. Global Visual Novel Sales Value (2019-2030) & (US$ Million)
Figure 4. Visual Novel Report Years Considered
Figure 5. Global Visual Novel Players Revenue Ranking (2023) & (US$ Million)
Figure 6. The 5 and 10 Largest Companies in the World: Market Share by Visual Novel Revenue in 2023
Figure 7. Visual Novel Market Share by Company Type (Tier 1, Tier 2, and Tier 3): 2019 VS 2023
Figure 8. Romance Visual Novels Picture
Figure 9. Adventure Visual Novels Picture
Figure 10. Mystery Visual Novels Picture
Figure 11. Others Picture
Figure 12. Global Visual Novel Sales Value by Type (2019 VS 2023 VS 2030) & (US$ Million)
Figure 13. Global Visual Novel Sales Value Market Share by Type, 2023 & 2030
Figure 14. Product Picture of Female
Figure 15. Product Picture of Male
Figure 16. Global Visual Novel Sales Value by Application (2019 VS 2023 VS 2030) & (US$ Million)
Figure 17. Global Visual Novel Sales Value Market Share by Application, 2023 & 2030
Figure 18. North America Visual Novel Sales Value (2019-2030) & (US$ Million)
Figure 19. North America Visual Novel Sales Value by Country (%), 2023 VS 2030
Figure 20. Europe Visual Novel Sales Value, (2019-2030) & (US$ Million)
Figure 21. Europe Visual Novel Sales Value by Country (%), 2023 VS 2030
Figure 22. Asia Pacific Visual Novel Sales Value, (2019-2030) & (US$ Million)
Figure 23. Asia Pacific Visual Novel Sales Value by Region (%), 2023 VS 2030
Figure 24. South America Visual Novel Sales Value, (2019-2030) & (US$ Million)
Figure 25. South America Visual Novel Sales Value by Country (%), 2023 VS 2030
Figure 26. Middle East & Africa Visual Novel Sales Value, (2019-2030) & (US$ Million)
Figure 27. Middle East & Africa Visual Novel Sales Value by Country (%), 2023 VS 2030
Figure 28. Key Countries/Regions Visual Novel Sales Value (%), (2019-2030)
Figure 29. United States Visual Novel Sales Value, (2019-2030) & (US$ Million)
Figure 30. United States Visual Novel Sales Value by Type (%), 2023 VS 2030
Figure 31. United States Visual Novel Sales Value by Application (%), 2023 VS 2030
Figure 32. Europe Visual Novel Sales Value, (2019-2030) & (US$ Million)
Figure 33. Europe Visual Novel Sales Value by Type (%), 2023 VS 2030
Figure 34. Europe Visual Novel Sales Value by Application (%), 2023 VS 2030
Figure 35. China Visual Novel Sales Value, (2019-2030) & (US$ Million)
Figure 36. China Visual Novel Sales Value by Type (%), 2023 VS 2030
Figure 37. China Visual Novel Sales Value by Application (%), 2023 VS 2030
Figure 38. Japan Visual Novel Sales Value, (2019-2030) & (US$ Million)
Figure 39. Japan Visual Novel Sales Value by Type (%), 2023 VS 2030
Figure 40. Japan Visual Novel Sales Value by Application (%), 2023 VS 2030
Figure 41. South Korea Visual Novel Sales Value, (2019-2030) & (US$ Million)
Figure 42. South Korea Visual Novel Sales Value by Type (%), 2023 VS 2030
Figure 43. South Korea Visual Novel Sales Value by Application (%), 2023 VS 2030
Figure 44. Southeast Asia Visual Novel Sales Value, (2019-2030) & (US$ Million)
Figure 45. Southeast Asia Visual Novel Sales Value by Type (%), 2023 VS 2030
Figure 46. Southeast Asia Visual Novel Sales Value by Application (%), 2023 VS 2030
Figure 47. India Visual Novel Sales Value, (2019-2030) & (US$ Million)
Figure 48. India Visual Novel Sales Value by Type (%), 2023 VS 2030
Figure 49. India Visual Novel Sales Value by Application (%), 2023 VS 2030
Figure 50. Visual Novel Industrial Chain
Figure 51. Visual Novel Manufacturing Cost Structure
Figure 52. Channels of Distribution (Direct Sales, and Distribution)
Figure 53. Bottom-up and Top-down Approaches for This Report
Figure 54. Data Triangulation
Figure 55. Key Executives Interviewed
Description
A visual novel is a type of interactive fiction game that combines storytelling with visuals, music, and sometimes voice acting. It is a popular genre in Japan and has gained international popularity as well. In a visual novel, players typically follow a predetermined storyline and make choices that affect the outcome of the game. The story is presented through a combination of text and visuals, with players often having the ability to choose between different dialogue options or actions for the main character. Visual novels can cover a wide range of genres, including romance, mystery, fantasy, science fiction, and more. They often feature multiple branching paths and endings, allowing players to experience different storylines and outcomes based on their choices. Visual novels evolved from adventure games, a genre of computer games. Adventure games can be divided into text adventure games (Text Adventure) and action-adventure games (Action-Adventure Game). Text adventure games are mainly adventure games based on the player's choice of text, thereby promoting the development of the game. Its performance method mainly uses text input and output. It can be simply understood as using the game itself to tell the story. Text adventure games are divided into visual novels and audio novels. Visual novels are derived from the concept of audio novels, and the difference between the two is not that big. In essence, visual novels are a transformation from novels to games. The amount of text is larger than that of normal game content. It is often the case that the entire screen is filled with text, so the text content of visual novels will account for a very large proportion in the game. The rest of the images and music are designed to support the narrative of the text. Audio novels pay more attention to the experience of game players, and pay great attention to the frequency and rhythm of the game. Generally, pictures fill the screen, and text only takes up a small part, and usually appears at the bottom of the screen, and the text part is as large as possible. Streamlined, because the audio novel mainly serves the pacing of the game itself. There are currently two mainstream Visual Novel models. One is for publishers to develop games and distribute them through Nintendo or steam. The other is for companies to establish Visual Novel platforms, such as Chapters, Choices, Episodes, etc. The revenue in this report is based on publisher data, which is mainly based on digital distribution platforms such as Nintendo Switch or Steam. Chapter 2.2 counts the reading platform market, which is mainly based on Chapters, Choices, Episodes and other types of companies. The global market for Visual Novel was estimated to be worth US$ 264 million in 2023 and is forecast to a readjusted size of US$ 620 million by 2030 with a CAGR of 10.5% during the forecast period 2024-2030.
Global key players of Visual Novel include SEGA, Capcom (Ace Attorney), ZA/UM Studio, Nitroplus, Spike Chunsoft, etc. The top five players hold a share about 29%. Europe is the largest market, and has a share about 55%, followed by North America and Asia-Pacific with share 18% and 18%, separately. In terms of product type, Romance Visual Novels is the largest segment, occupied for a share of 47%. In terms of application, Female has a share about 77 percent.
The Visual Novel market size, estimations, and forecasts are provided in terms of sales revenue ($ millions), considering 2023 as the base year, with history and forecast data for the period from 2019 to 2030. 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.
Market Segmentation
Chapter Outline
Chapter 1: Introduces the report scope of the report, global total market size. This chapter also provides the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by manufacturers in the industry, and the analysis of relevant policies in the industry.
Chapter 2: Detailed analysis of Visual Novel company competitive landscape, revenue market share, latest development plan, merger, and acquisition information, etc.
Chapter 3: 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 4: 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 5: Revenue of Visual Novel in regional level. It provides a quantitative analysis of the market size and development potential of each region and introduces the market development, future development prospects, market space, and market size of each country in the world.
Chapter 6: Revenue of Visual Novel in country level. It provides sigmate data by Type, and by Application for each country/region.
Chapter 7: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product revenue, gross margin, product introduction, recent development, etc.
Chapter 8: Analysis of industrial chain, including the upstream and downstream of the industry.
Chapter 9: Conclusion.
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English
Simon Lee
English
Hitesh
Chinese
Damon
Japanese
Tang Xin
Korean
Sung-Bin Yoon
Competition
Key players, new entrants,acquisitions, mergers and expansions,development trends and challenges.
Industry Analysis
Rawmaterial, application, product type, demand,supply,downstream, supply chain etc.
Market Size
Capacity, production, sales, revenue, price, cost etc.
Customized Information
We can offer customized survey and information to meet ourclient's need.
Fastest report delivery service
More than 18 years of vast experience
Operation for 24 * 7 & 365 days
In-depth and comprehensive analysis
Professional and timely after-sales service
Owns large database
English
Simon Lee
English
Hitesh
Chinese
Damon
Japanese
Tang Xin
Korean
Sung-Bin Yoon
Competition
Key players, new entrants,acquisitions, mergers and expansions,development trends and challenges.
Industry Analysis
Rawmaterial, application, product type, demand,supply,downstream, supply chain etc.
Market Size
Capacity, production, sales, revenue, price, cost etc.
Customized Information
We can offer customized survey and information to meet ourclient's need.
Fastest report delivery service
More than 18 years of vast experience
Operation for 24 * 7 & 365 days
In-depth and comprehensive analysis
Professional and timely after-sales service
Owns large database
Add to Cart
Buy Now