市場調査レポート
商品コード
1477892

ビジュアルノベルの世界市場(2024年)

Global Visual Novel Market Research Report 2024


出版日
発行
QYResearch
ページ情報
英文 131 Pages
納期
2~3営業日
カスタマイズ可能
適宜更新あり
価格
価格表記: USDを日本円(税抜)に換算
本日の銀行送金レート: 1USD=144.06円
ビジュアルノベルの世界市場(2024年)
出版日: 2024年05月10日
発行: QYResearch
ページ情報: 英文 131 Pages
納期: 2~3営業日
GIIご利用のメリット
  • 全表示
  • 概要
  • 図表
  • 目次
概要

世界のビジュアルノベルの市場規模は、2023年に2億6,373万米ドルであり、2030年までに6億2,024万米ドルに達すると予測され、2024年~2030年の予測期間にCAGRで10.51%の成長が見込まれます。

北米の市場規模は、2023年の4,861万米ドルから2030年までに1億539万米ドルに達すると推定され、予測期間のCAGRは8.84%です。

アジア太平洋の市場規模は、2023年の1億4,445万米ドルから2030年までに3億8,379万米ドルに達すると推定され、予測期間のCAGRは12.26%です。

欧州の女性向けビジュアルノベルの市場規模は、2023年の4,698万米ドルから2030年までに9,446万米ドルに達すると推定され、予測期間のCAGRは7.89%です。

世界のビジュアルノベルの主要企業は、SEGA、Capcom(Ace Attorney)、ZA/UM Studio、Nitroplus、Spike Chunsoft、Frontwing、Purple Software、ProjectMoon、Aquaplusなどです。2023年、世界の上位3ベンダーが収益の約21.69%を占めました。

当レポートでは、世界のビジュアルノベル市場について調査分析し、各地域の市場規模と予測、競合情勢、技術動向、新製品開発などの情報を提供しています。

目次

第1章 レポートの概要

  • 調査範囲
  • 市場の分析:タイプ別
    • 世界のビジュアルノベルの市場規模成長率:タイプ別(2019年・2023年・2030年)
    • 恋愛ゲーム
    • アドベンチャーゲーム
    • ミステリーゲーム
    • その他
  • 市場:用途別
    • 世界のビジュアルノベル市場の成長:用途別(2019年・2023年・2030年)
    • 女性
    • 男性
  • 前提条件と制限
  • 調査目的
  • 考慮される年数

第2章 世界の成長動向

  • 世界のビジュアルノベル市場の見通し(2019年~2030年)
  • 世界のビジュアルノベル読書プラットフォーム市場の見通し(2019年~2030年)
  • 世界のビジュアルノベル成長動向:地域別
    • 世界のビジュアルノベルの市場規模:地域別(2019年・2023年・2030年)
    • ビジュアルノベルの市場規模の実績:地域別(2019年~2024年)
    • ビジュアルノベルの市場規模の予測:地域別(2025年~2030年)
  • ビジュアルノベルの市場力学
    • ビジュアルノベル産業の動向
    • ビジュアルノベル市場の促進要因
    • ビジュアルノベル市場の課題
    • ビジュアルノベル市場の抑制要因

第3章 競合情勢:主要企業別

  • 世界の主要ビジュアルノベル企業:収益別
    • 世界の主要ビジュアルノベル企業:収益別(2019年~2024年)
    • 世界のビジュアルノベルの収益の市場シェア:企業別(2019年~2024年)
  • 世界のビジュアルノベルの市場シェア:企業タイプ別(Tier 1・Tier 2・Tier 3)
  • 世界の主要企業のビジュアルノベル収益のランキング
  • 世界のビジュアルノベルの市場集中度
    • 世界のビジュアルノベルの市場集中度(CR5、HHI)
    • 世界のビジュアルノベル収益の10大・5大企業(2023年)
  • 世界のビジュアルノベルの主要企業の本社、サービス地域
  • 世界のビジュアルノベルの主要企業、製品タイプ
  • 世界のビジュアルノベルの主要企業、業界参入日
  • 合併と買収、拡張計画

第4章 ビジュアルノベルの内訳データ:タイプ別

  • 世界のビジュアルノベルの市場規模の実績:タイプ別(2019年~2024年)
  • 世界のビジュアルノベルの市場規模の予測:タイプ別(2025年~2030年)

第5章 ビジュアルノベルの内訳データ:用途別

  • 世界のビジュアルノベルの市場規模の実績:用途別(2019年~2024年)
  • 世界のビジュアルノベルの市場規模の予測:用途別(2025年~2030年)

第6章 北米

  • 北米のビジュアルノベルの市場規模(2019年~2030年)
  • 北米のビジュアルノベル市場の成長率:国別(2019年・2023年・2030年)
  • 北米のビジュアルノベルの市場規模:国別(2019年~2024年)
  • 北米のビジュアルノベルの市場規模:国別(2025年~2030年)
  • 米国
  • カナダ

第7章 欧州

  • 欧州のビジュアルノベルの市場規模(2019年~2030年)
  • 欧州のビジュアルノベル市場の成長率:国別(2019年・2023年・2030年)
  • 欧州のビジュアルノベルの市場規模:国別(2019年~2024年)
  • 欧州のビジュアルノベルの市場規模:国別(2025年~2030年)
  • ドイツ
  • フランス
  • 英国
  • イタリア
  • オランダ

第8章 アジア太平洋

  • アジア太平洋のビジュアルノベルの市場規模(2019年~2030年)
  • アジア太平洋のビジュアルノベル市場の成長率:国別(2019年・2023年・2030年)
  • アジア太平洋のビジュアルノベルの市場規模:地域別(2019年~2024年)
  • アジア太平洋のビジュアルノベルの市場規模:地域別(2025年~2030年)
  • 中国
  • 日本
  • 韓国
  • 東南アジア
  • インド
  • オーストラリア

第9章 ラテンアメリカ

  • ラテンアメリカのビジュアルノベルの市場規模(2019年~2030年)
  • ラテンアメリカのビジュアルノベル市場の成長率:国別(2019年・2023年・2030年)
  • ラテンアメリカのビジュアルノベルの市場規模:国別(2019年~2024年)
  • ラテンアメリカのビジュアルノベルの市場規模:国別(2025年~2030年)
  • メキシコ
  • ブラジル

第10章 中東・アフリカ

  • 中東・アフリカのビジュアルノベルの市場規模(2019年~2030年)
  • 中東・アフリカのビジュアルノベル市場の成長率:国別(2019年・2023年・2030年)
  • 中東・アフリカのビジュアルノベルの市場規模:国別(2019年~2024年)
  • 中東・アフリカのビジュアルノベルの市場規模:国別(2025年~2030年)
  • 中東
  • アフリカ

第11章 主なビジュアルノベル開発企業のプロファイル

  • 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 主なビジュアルノベル読書プラットフォーム企業のプロファイル

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

第13章 アナリストの視点/結論

第14章 付録

図表

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
目次

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