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Global Visual Novel Market Research Report 2025
Published Date: March 2025
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Report Code: QYRE-Auto-26F13788
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Global Visual Novel Market Research Report 2023
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Global Visual Novel Market Research Report 2025

Code: QYRE-Auto-26F13788
Report
March 2025
Pages:99
QYResearch
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DESCRIPTION
TABLE OF CONTENT
TABLES & FIGURES

Visual Novel Market Size

The global market for Visual Novel was valued at US$ 340 million in the year 2024 and is projected to reach a revised size of US$ 679 million by 2031, growing at a CAGR of 10.5% during the forecast period.

Visual Novel Market

Visual Novel Market

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.
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.
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 2024 as the base year, with history and forecast data for the period from 2020 to 2031. 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

Scope of Visual Novel Market Report

Report Metric Details
Report Name Visual Novel Market
Accounted market size in year US$ 340 million
Forecasted market size in 2031 US$ 679 million
CAGR 10.5%
Base Year year
Forecasted years 2025 - 2031
Segment by Type
  • Romance Visual Novels
  • Adventure Visual Novels
  • Mystery Visual Novels
  • Others
Segment by Application
  • Female
  • Male
By Region
  • North America (United States, Canada)
  • Europe (Germany, France, UK, Italy, Russia) Rest of Europe
  • Nordic Countries
  • Asia-Pacific (China, Japan, South Korea)
  • Southeast Asia (India, Australia)
  • Rest of Asia
  • Latin America (Mexico, Brazil)
  • Rest of Latin America
  • Middle East & Africa (Turkey, Saudi Arabia, UAE, Rest of MEA)
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
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, 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: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product sales, revenue, price, gross margin, product introduction, recent development, etc.
  • Chapter 12: The main points and conclusions of the report.

FAQ for this report

How fast is Visual Novel Market growing?

Ans: The Visual Novel Market witnessing a CAGR of 10.5% during the forecast period 2025-2031.

What is the Visual Novel Market size in 2031?

Ans: The Visual Novel Market size in 2031 will be US$ 679 million.

What is the market share of major companies in Visual Novel Market?

Ans: The top five players hold a share about 29%.

What is the Visual Novel Market share by region?

Ans: Europe is the largest market, and has a share about 55%, followed by North America and Asia-Pacific with share 18% and 18%, separately.

What is the Visual Novel Market share by type?

Ans: In terms of product type, Romance Visual Novels is the largest segment, occupied for a share of 47%.

Who are the main players in the Visual Novel Market report?

Ans: The main players in the Visual Novel Market are 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

What are the Application segmentation covered in the Visual Novel Market report?

Ans: The Applications covered in the Visual Novel Market report are Female, Male

What are the Type segmentation covered in the Visual Novel Market report?

Ans: The Types covered in the Visual Novel Market report are Romance Visual Novels, Adventure Visual Novels, Mystery Visual Novels, Others

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: 2020 VS 2024 VS 2031
1.2.2 Romance Visual Novels
1.2.3 Adventure Visual Novels
1.2.4 Mystery Visual Novels
1.2.5 Others
1.3 Market by Application
1.3.1 Global Visual Novel Market Growth by Application: 2020 VS 2024 VS 2031
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 (2020-2031)
2.2 Global Visual Novel Growth Trends by Region
2.2.1 Global Visual Novel Market Size by Region: 2020 VS 2024 VS 2031
2.2.2 Visual Novel Historic Market Size by Region (2020-2025)
2.2.3 Visual Novel Forecasted Market Size by Region (2026-2031)
2.3 Visual Novel Market Dynamics
2.3.1 Visual Novel Industry Trends
2.3.2 Visual Novel Market Drivers
2.3.3 Visual Novel Market Challenges
2.3.4 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 (2020-2025)
3.1.2 Global Visual Novel Revenue Market Share by Players (2020-2025)
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 2024
3.5 Global Key Players of Visual Novel Head office and Area Served
3.6 Global Key Players of Visual Novel, Product and Application
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 (2020-2025)
4.2 Global Visual Novel Forecasted Market Size by Type (2026-2031)
5 Visual Novel Breakdown Data by Application
5.1 Global Visual Novel Historic Market Size by Application (2020-2025)
5.2 Global Visual Novel Forecasted Market Size by Application (2026-2031)
6 North America
6.1 North America Visual Novel Market Size (2020-2031)
6.2 North America Visual Novel Market Growth Rate by Country: 2020 VS 2024 VS 2031
6.3 North America Visual Novel Market Size by Country (2020-2025)
6.4 North America Visual Novel Market Size by Country (2026-2031)
6.5 United States
6.6 Canada
7 Europe
7.1 Europe Visual Novel Market Size (2020-2031)
7.2 Europe Visual Novel Market Growth Rate by Country: 2020 VS 2024 VS 2031
7.3 Europe Visual Novel Market Size by Country (2020-2025)
7.4 Europe Visual Novel Market Size by Country (2026-2031)
7.5 Germany
7.6 France
7.7 U.K.
7.8 Italy
7.9 Russia
7.10 Nordic Countries
8 Asia-Pacific
8.1 Asia-Pacific Visual Novel Market Size (2020-2031)
8.2 Asia-Pacific Visual Novel Market Growth Rate by Region: 2020 VS 2024 VS 2031
8.3 Asia-Pacific Visual Novel Market Size by Region (2020-2025)
8.4 Asia-Pacific Visual Novel Market Size by Region (2026-2031)
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 (2020-2031)
9.2 Latin America Visual Novel Market Growth Rate by Country: 2020 VS 2024 VS 2031
9.3 Latin America Visual Novel Market Size by Country (2020-2025)
9.4 Latin America Visual Novel Market Size by Country (2026-2031)
9.5 Mexico
9.6 Brazil
10 Middle East & Africa
10.1 Middle East & Africa Visual Novel Market Size (2020-2031)
10.2 Middle East & Africa Visual Novel Market Growth Rate by Country: 2020 VS 2024 VS 2031
10.3 Middle East & Africa Visual Novel Market Size by Country (2020-2025)
10.4 Middle East & Africa Visual Novel Market Size by Country (2026-2031)
10.5 Turkey
10.6 Saudi Arabia
10.7 UAE
11 Key Players Profiles
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 (2020-2025)
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 (2020-2025)
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 Studio Business Overview
11.3.3 ZA/UM Studio Visual Novel Introduction
11.3.4 ZA/UM Studio Revenue in Visual Novel Business (2020-2025)
11.3.5 ZA/UM Studio Recent Development
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 (2020-2025)
11.4.5 Nitroplus Recent Development
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 (2020-2025)
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 (2020-2025)
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 (2020-2025)
11.7.5 Purple Software Recent Development
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 (2020-2025)
11.8.5 ProjectMoon Recent Development
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 (2020-2025)
11.9.5 Aquaplus Recent Development
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 (2020-2025)
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 (2020-2025)
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 (2020-2025)
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 (2020-2025)
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 (2020-2025)
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 (2020-2025)
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 (2020-2025)
11.16.5 07th Expansion Recent Development
12 Analyst's Viewpoints/Conclusions
13 Appendix
13.1 Research Methodology
13.1.1 Methodology/Research Approach
13.1.1.1 Research Programs/Design
13.1.1.2 Market Size Estimation
13.1.1.3 Market Breakdown and Data Triangulation
13.1.2 Data Source
13.1.2.1 Secondary Sources
13.1.2.2 Primary Sources
13.2 Author Details
13.3 Disclaimer
List of Tables
 Table 1. Global Visual Novel Market Size Growth Rate by Type (US$ Million): 2020 VS 2024 VS 2031
 Table 2. Key Players of Romance Visual Novels
 Table 3. Key Players of Adventure Visual Novels
 Table 4. Key Players of Mystery Visual Novels
 Table 5. Key Players of Others
 Table 6. Global Visual Novel Market Size Growth by Application (US$ Million): 2020 VS 2024 VS 2031
 Table 7. Global Visual Novel Market Size by Region (US$ Million): 2020 VS 2024 VS 2031
 Table 8. Global Visual Novel Market Size by Region (2020-2025) & (US$ Million)
 Table 9. Global Visual Novel Market Share by Region (2020-2025)
 Table 10. Global Visual Novel Forecasted Market Size by Region (2026-2031) & (US$ Million)
 Table 11. Global Visual Novel Market Share by Region (2026-2031)
 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 (2020-2025) & (US$ Million)
 Table 17. Global Visual Novel Market Share by Players (2020-2025)
 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 2024)
 Table 19. Ranking of Global Top Visual Novel Companies by Revenue (US$ Million) in 2024
 Table 20. Global 5 Largest Players Market Share by Visual Novel Revenue (CR5 and HHI) & (2020-2025)
 Table 21. Global Key Players of Visual Novel, Headquarters and Area Served
 Table 22. Global Key Players of Visual Novel, Product and Application
 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 (2020-2025) & (US$ Million)
 Table 26. Global Visual Novel Revenue Market Share by Type (2020-2025)
 Table 27. Global Visual Novel Forecasted Market Size by Type (2026-2031) & (US$ Million)
 Table 28. Global Visual Novel Revenue Market Share by Type (2026-2031)
 Table 29. Global Visual Novel Market Size by Application (2020-2025) & (US$ Million)
 Table 30. Global Visual Novel Revenue Market Share by Application (2020-2025)
 Table 31. Global Visual Novel Forecasted Market Size by Application (2026-2031) & (US$ Million)
 Table 32. Global Visual Novel Revenue Market Share by Application (2026-2031)
 Table 33. North America Visual Novel Market Size Growth Rate by Country (US$ Million): 2020 VS 2024 VS 2031
 Table 34. North America Visual Novel Market Size by Country (2020-2025) & (US$ Million)
 Table 35. North America Visual Novel Market Size by Country (2026-2031) & (US$ Million)
 Table 36. Europe Visual Novel Market Size Growth Rate by Country (US$ Million): 2020 VS 2024 VS 2031
 Table 37. Europe Visual Novel Market Size by Country (2020-2025) & (US$ Million)
 Table 38. Europe Visual Novel Market Size by Country (2026-2031) & (US$ Million)
 Table 39. Asia-Pacific Visual Novel Market Size Growth Rate by Region (US$ Million): 2020 VS 2024 VS 2031
 Table 40. Asia-Pacific Visual Novel Market Size by Region (2020-2025) & (US$ Million)
 Table 41. Asia-Pacific Visual Novel Market Size by Region (2026-2031) & (US$ Million)
 Table 42. Latin America Visual Novel Market Size Growth Rate by Country (US$ Million): 2020 VS 2024 VS 2031
 Table 43. Latin America Visual Novel Market Size by Country (2020-2025) & (US$ Million)
 Table 44. Latin America Visual Novel Market Size by Country (2026-2031) & (US$ Million)
 Table 45. Middle East & Africa Visual Novel Market Size Growth Rate by Country (US$ Million): 2020 VS 2024 VS 2031
 Table 46. Middle East & Africa Visual Novel Market Size by Country (2020-2025) & (US$ Million)
 Table 47. Middle East & Africa Visual Novel Market Size by Country (2026-2031) & (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 (2020-2025) & (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 (2020-2025) & (US$ Million)
 Table 57. Capcom (Ace Attorney) Recent Development
 Table 58. ZA/UM Studio Company Details
 Table 59. ZA/UM Studio Business Overview
 Table 60. ZA/UM Studio Visual Novel Product
 Table 61. ZA/UM Studio Revenue in Visual Novel Business (2020-2025) & (US$ Million)
 Table 62. ZA/UM Studio Recent Development
 Table 63. Nitroplus Company Details
 Table 64. Nitroplus Business Overview
 Table 65. Nitroplus Visual Novel Product
 Table 66. Nitroplus Revenue in Visual Novel Business (2020-2025) & (US$ Million)
 Table 67. Nitroplus Recent Development
 Table 68. Spike Chunsoft Company Details
 Table 69. Spike Chunsoft Business Overview
 Table 70. Spike Chunsoft Visual Novel Product
 Table 71. Spike Chunsoft Revenue in Visual Novel Business (2020-2025) & (US$ Million)
 Table 72. Spike Chunsoft Recent Development
 Table 73. Frontwing Company Details
 Table 74. Frontwing Business Overview
 Table 75. Frontwing Visual Novel Product
 Table 76. Frontwing Revenue in Visual Novel Business (2020-2025) & (US$ Million)
 Table 77. Frontwing Recent Development
 Table 78. Purple Software Company Details
 Table 79. Purple Software Business Overview
 Table 80. Purple Software Visual Novel Product
 Table 81. Purple Software Revenue in Visual Novel Business (2020-2025) & (US$ Million)
 Table 82. Purple Software Recent Development
 Table 83. ProjectMoon Company Details
 Table 84. ProjectMoon Business Overview
 Table 85. ProjectMoon Visual Novel Product
 Table 86. ProjectMoon Revenue in Visual Novel Business (2020-2025) & (US$ Million)
 Table 87. ProjectMoon Recent Development
 Table 88. Aquaplus Company Details
 Table 89. Aquaplus Business Overview
 Table 90. Aquaplus Visual Novel Product
 Table 91. Aquaplus Revenue in Visual Novel Business (2020-2025) & (US$ Million)
 Table 92. Aquaplus Recent Development
 Table 93. Regista Company Details
 Table 94. Regista Business Overview
 Table 95. Regista Visual Novel Product
 Table 96. Regista Revenue in Visual Novel Business (2020-2025) & (US$ Million)
 Table 97. Regista Recent Development
 Table 98. Nippon Ichi Software Company Details
 Table 99. Nippon Ichi Software Business Overview
 Table 100. Nippon Ichi Software Visual Novel Product
 Table 101. Nippon Ichi Software Revenue in Visual Novel Business (2020-2025) & (US$ Million)
 Table 102. Nippon Ichi Software Recent Development
 Table 103. Idea Factory Company Details
 Table 104. Idea Factory Business Overview
 Table 105. Idea Factory Visual Novel Product
 Table 106. Idea Factory Revenue in Visual Novel Business (2020-2025) & (US$ Million)
 Table 107. Idea Factory Recent Development
 Table 108. Bandai Namco Company Details
 Table 109. Bandai Namco Business Overview
 Table 110. Bandai Namco Visual Novel Product
 Table 111. Bandai Namco Revenue in Visual Novel Business (2020-2025) & (US$ Million)
 Table 112. Bandai Namco Recent Development
 Table 113. SIGONO Company Details
 Table 114. SIGONO Business Overview
 Table 115. SIGONO Visual Novel Product
 Table 116. SIGONO Revenue in Visual Novel Business (2020-2025) & (US$ Million)
 Table 117. SIGONO Recent Development
 Table 118. Tencent (Visual Arts) Company Details
 Table 119. Tencent (Visual Arts) Business Overview
 Table 120. Tencent (Visual Arts) Visual Novel Product
 Table 121. Tencent (Visual Arts) Revenue in Visual Novel Business (2020-2025) & (US$ Million)
 Table 122. Tencent (Visual Arts) Recent Development
 Table 123. 07th Expansion Company Details
 Table 124. 07th Expansion Business Overview
 Table 125. 07th Expansion Visual Novel Product
 Table 126. 07th Expansion Revenue in Visual Novel Business (2020-2025) & (US$ Million)
 Table 127. 07th Expansion Recent Development
 Table 128. Research Programs/Design for This Report
 Table 129. Key Data Information from Secondary Sources
 Table 130. Key Data Information from Primary Sources
 Table 131. Authors List of This Report


List of Figures
 Figure 1. Visual Novel Picture
 Figure 2. Global Visual Novel Market Size Comparison by Type (2020-2031) & (US$ Million)
 Figure 3. Global Visual Novel Market Share by Type: 2024 VS 2031
 Figure 4. Romance Visual Novels Features
 Figure 5. Adventure Visual Novels Features
 Figure 6. Mystery Visual Novels Features
 Figure 7. Others Features
 Figure 8. Global Visual Novel Market Size by Application (2020-2031) & (US$ Million)
 Figure 9. Global Visual Novel Market Share by Application: 2024 VS 2031
 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: 2020-2031
 Figure 14. Global Visual Novel Market Size, (US$ Million), 2020 VS 2024 VS 2031
 Figure 15. Global Visual Novel Market Share by Region: 2024 VS 2031
 Figure 16. Global Visual Novel Market Share by Players in 2024
 Figure 17. Global Top Visual Novel Players by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in Visual Novel as of 2024)
 Figure 18. The Top 10 and 5 Players Market Share by Visual Novel Revenue in 2024
 Figure 19. North America Visual Novel Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 20. North America Visual Novel Market Share by Country (2020-2031)
 Figure 21. United States Visual Novel Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 22. Canada Visual Novel Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 23. Europe Visual Novel Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 24. Europe Visual Novel Market Share by Country (2020-2031)
 Figure 25. Germany Visual Novel Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 26. France Visual Novel Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 27. U.K. Visual Novel Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 28. Italy Visual Novel Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 29. Russia Visual Novel Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 30. Nordic Countries Visual Novel Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 31. Asia-Pacific Visual Novel Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 32. Asia-Pacific Visual Novel Market Share by Region (2020-2031)
 Figure 33. China Visual Novel Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 34. Japan Visual Novel Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 35. South Korea Visual Novel Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 36. Southeast Asia Visual Novel Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 37. India Visual Novel Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 38. Australia Visual Novel Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 39. Latin America Visual Novel Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 40. Latin America Visual Novel Market Share by Country (2020-2031)
 Figure 41. Mexico Visual Novel Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 42. Brazil Visual Novel Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 43. Middle East & Africa Visual Novel Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 44. Middle East & Africa Visual Novel Market Share by Country (2020-2031)
 Figure 45. Turkey Visual Novel Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 46. Saudi Arabia Visual Novel Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 47. UAE Visual Novel Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 48. SEGA Revenue Growth Rate in Visual Novel Business (2020-2025)
 Figure 49. Capcom (Ace Attorney) Revenue Growth Rate in Visual Novel Business (2020-2025)
 Figure 50. ZA/UM Studio Revenue Growth Rate in Visual Novel Business (2020-2025)
 Figure 51. Nitroplus Revenue Growth Rate in Visual Novel Business (2020-2025)
 Figure 52. Spike Chunsoft Revenue Growth Rate in Visual Novel Business (2020-2025)
 Figure 53. Frontwing Revenue Growth Rate in Visual Novel Business (2020-2025)
 Figure 54. Purple Software Revenue Growth Rate in Visual Novel Business (2020-2025)
 Figure 55. ProjectMoon Revenue Growth Rate in Visual Novel Business (2020-2025)
 Figure 56. Aquaplus Revenue Growth Rate in Visual Novel Business (2020-2025)
 Figure 57. Regista Revenue Growth Rate in Visual Novel Business (2020-2025)
 Figure 58. Nippon Ichi Software Revenue Growth Rate in Visual Novel Business (2020-2025)
 Figure 59. Idea Factory Revenue Growth Rate in Visual Novel Business (2020-2025)
 Figure 60. Bandai Namco Revenue Growth Rate in Visual Novel Business (2020-2025)
 Figure 61. SIGONO Revenue Growth Rate in Visual Novel Business (2020-2025)
 Figure 62. Tencent (Visual Arts) Revenue Growth Rate in Visual Novel Business (2020-2025)
 Figure 63. 07th Expansion Revenue Growth Rate in Visual Novel Business (2020-2025)
 Figure 64. Bottom-up and Top-down Approaches for This Report
 Figure 65. Data Triangulation
 Figure 66. Key Executives Interviewed
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