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
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