
The global Visual Novel market was valued at US$ 152 million in 2022 and is anticipated to reach US$ 249.4 million by 2029, witnessing a CAGR of 8.6% during the forecast period 2023-2029. The influence of COVID-19 and the Russia-Ukraine War were considered while estimating market sizes.
North American market for Visual Novel is estimated to increase from $ million in 2023 to reach $ million by 2029, at a CAGR of % during the forecast period of 2023 through 2029.
Asia-Pacific market for Visual Novel is estimated to increase from $ million in 2023 to reach $ million by 2029, at a CAGR of % during the forecast period of 2023 through 2029.
The global market for Visual Novel in Adult is estimated to increase from $ million in 2023 to $ million by 2029, at a CAGR of % during the forecast period of 2023 through 2029.
The key global companies of Visual Novel include Idea Factory, Ace Attorney, Spike Chunsoft, Mushroomallow, Everlasting Summer, SIGONO, ASa-Project, Bandai Namco Entertainment and Hato King, etc. In 2022, the world's top three vendors accounted for approximately % of the revenue.
Report Scope
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 2022 as the base year, with history and forecast data for the period from 2018 to 2029. 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.
By Company
Idea Factory
Ace Attorney
Spike Chunsoft
Mushroomallow
Everlasting Summer
SIGONO
ASa-Project
Bandai Namco Entertainment
Hato King
07th Expansion
Grasshopper
VISUAL ARTS
NOVECT
Segment by Type
Character Novel
Otome Novel
Dark Novel
Other
Segment by Application
Adult
Children
By Region
North America
United States
Canada
Europe
Germany
France
UK
Italy
Russia
Nordic Countries
Rest of Europe
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
Core Chapters
Chapter 1: Introduces the report scope of the report, executive summary of different market segments (by type, 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 companies’ 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 key companies in the market in detail, including product revenue, gross margin, product introduction, recent development, etc.
Chapter 12: The main points and conclusions of the report.
Please Note - This is an on demand report and will be delivered in 2 business days (48 hours) post payment.
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: 2018 VS 2022 VS 2029
1.2.2 Character Novel
1.2.3 Otome Novel
1.2.4 Dark Novel
1.2.5 Other
1.3 Market by Application
1.3.1 Global Visual Novel Market Growth by Application: 2018 VS 2022 VS 2029
1.3.2 Adult
1.3.3 Children
1.4 Study Objectives
1.5 Years Considered
1.6 Years Considered
2 Global Growth Trends
2.1 Global Visual Novel Market Perspective (2018-2029)
2.2 Visual Novel Growth Trends by Region
2.2.1 Global Visual Novel Market Size by Region: 2018 VS 2022 VS 2029
2.2.2 Visual Novel Historic Market Size by Region (2018-2023)
2.2.3 Visual Novel Forecasted Market Size by Region (2024-2029)
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 (2018-2023)
3.1.2 Global Visual Novel Revenue Market Share by Players (2018-2023)
3.2 Global Visual Novel Market Share by Company Type (Tier 1, Tier 2, and Tier 3)
3.3 Players Covered: 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 2022
3.5 Visual Novel Key Players Head office and Area Served
3.6 Key Players Visual Novel Product Solution and Service
3.7 Date of Enter into Visual Novel Market
3.8 Mergers & Acquisitions, Expansion Plans
4 Visual Novel Breakdown Data by Type
4.1 Global Visual Novel Historic Market Size by Type (2018-2023)
4.2 Global Visual Novel Forecasted Market Size by Type (2024-2029)
5 Visual Novel Breakdown Data by Application
5.1 Global Visual Novel Historic Market Size by Application (2018-2023)
5.2 Global Visual Novel Forecasted Market Size by Application (2024-2029)
6 North America
6.1 North America Visual Novel Market Size (2018-2029)
6.2 North America Visual Novel Market Growth Rate by Country: 2018 VS 2022 VS 2029
6.3 North America Visual Novel Market Size by Country (2018-2023)
6.4 North America Visual Novel Market Size by Country (2024-2029)
6.5 United States
6.6 Canada
7 Europe
7.1 Europe Visual Novel Market Size (2018-2029)
7.2 Europe Visual Novel Market Growth Rate by Country: 2018 VS 2022 VS 2029
7.3 Europe Visual Novel Market Size by Country (2018-2023)
7.4 Europe Visual Novel Market Size by Country (2024-2029)
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 (2018-2029)
8.2 Asia-Pacific Visual Novel Market Growth Rate by Region: 2018 VS 2022 VS 2029
8.3 Asia-Pacific Visual Novel Market Size by Region (2018-2023)
8.4 Asia-Pacific Visual Novel Market Size by Region (2024-2029)
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 (2018-2029)
9.2 Latin America Visual Novel Market Growth Rate by Country: 2018 VS 2022 VS 2029
9.3 Latin America Visual Novel Market Size by Country (2018-2023)
9.4 Latin America Visual Novel Market Size by Country (2024-2029)
9.5 Mexico
9.6 Brazil
10 Middle East & Africa
10.1 Middle East & Africa Visual Novel Market Size (2018-2029)
10.2 Middle East & Africa Visual Novel Market Growth Rate by Country: 2018 VS 2022 VS 2029
10.3 Middle East & Africa Visual Novel Market Size by Country (2018-2023)
10.4 Middle East & Africa Visual Novel Market Size by Country (2024-2029)
10.5 Turkey
10.6 Saudi Arabia
10.7 UAE
11 Key Players Profiles
11.1 Idea Factory
11.1.1 Idea Factory Company Detail
11.1.2 Idea Factory Business Overview
11.1.3 Idea Factory Visual Novel Introduction
11.1.4 Idea Factory Revenue in Visual Novel Business (2018-2023)
11.1.5 Idea Factory Recent Development
11.2 Ace Attorney
11.2.1 Ace Attorney Company Detail
11.2.2 Ace Attorney Business Overview
11.2.3 Ace Attorney Visual Novel Introduction
11.2.4 Ace Attorney Revenue in Visual Novel Business (2018-2023)
11.2.5 Ace Attorney Recent Development
11.3 Spike Chunsoft
11.3.1 Spike Chunsoft Company Detail
11.3.2 Spike Chunsoft Business Overview
11.3.3 Spike Chunsoft Visual Novel Introduction
11.3.4 Spike Chunsoft Revenue in Visual Novel Business (2018-2023)
11.3.5 Spike Chunsoft Recent Development
11.4 Mushroomallow
11.4.1 Mushroomallow Company Detail
11.4.2 Mushroomallow Business Overview
11.4.3 Mushroomallow Visual Novel Introduction
11.4.4 Mushroomallow Revenue in Visual Novel Business (2018-2023)
11.4.5 Mushroomallow Recent Development
11.5 Everlasting Summer
11.5.1 Everlasting Summer Company Detail
11.5.2 Everlasting Summer Business Overview
11.5.3 Everlasting Summer Visual Novel Introduction
11.5.4 Everlasting Summer Revenue in Visual Novel Business (2018-2023)
11.5.5 Everlasting Summer Recent Development
11.6 SIGONO
11.6.1 SIGONO Company Detail
11.6.2 SIGONO Business Overview
11.6.3 SIGONO Visual Novel Introduction
11.6.4 SIGONO Revenue in Visual Novel Business (2018-2023)
11.6.5 SIGONO Recent Development
11.7 ASa-Project
11.7.1 ASa-Project Company Detail
11.7.2 ASa-Project Business Overview
11.7.3 ASa-Project Visual Novel Introduction
11.7.4 ASa-Project Revenue in Visual Novel Business (2018-2023)
11.7.5 ASa-Project Recent Development
11.8 Bandai Namco Entertainment
11.8.1 Bandai Namco Entertainment Company Detail
11.8.2 Bandai Namco Entertainment Business Overview
11.8.3 Bandai Namco Entertainment Visual Novel Introduction
11.8.4 Bandai Namco Entertainment Revenue in Visual Novel Business (2018-2023)
11.8.5 Bandai Namco Entertainment Recent Development
11.9 Hato King
11.9.1 Hato King Company Detail
11.9.2 Hato King Business Overview
11.9.3 Hato King Visual Novel Introduction
11.9.4 Hato King Revenue in Visual Novel Business (2018-2023)
11.9.5 Hato King Recent Development
11.10 07th Expansion
11.10.1 07th Expansion Company Detail
11.10.2 07th Expansion Business Overview
11.10.3 07th Expansion Visual Novel Introduction
11.10.4 07th Expansion Revenue in Visual Novel Business (2018-2023)
11.10.5 07th Expansion Recent Development
11.11 Grasshopper
11.11.1 Grasshopper Company Detail
11.11.2 Grasshopper Business Overview
11.11.3 Grasshopper Visual Novel Introduction
11.11.4 Grasshopper Revenue in Visual Novel Business (2018-2023)
11.11.5 Grasshopper Recent Development
11.12 VISUAL ARTS
11.12.1 VISUAL ARTS Company Detail
11.12.2 VISUAL ARTS Business Overview
11.12.3 VISUAL ARTS Visual Novel Introduction
11.12.4 VISUAL ARTS Revenue in Visual Novel Business (2018-2023)
11.12.5 VISUAL ARTS Recent Development
11.13 NOVECT
11.13.1 NOVECT Company Detail
11.13.2 NOVECT Business Overview
11.13.3 NOVECT Visual Novel Introduction
11.13.4 NOVECT Revenue in Visual Novel Business (2018-2023)
11.13.5 NOVECT Recent Development
12 Analyst's Viewpoints/Conclusions
13 Appendix
13.1 Research Methodology
13.1.1 Methodology/Research Approach
13.1.2 Data Source
13.2 Disclaimer
13.3 Author Details
Idea Factory
Ace Attorney
Spike Chunsoft
Mushroomallow
Everlasting Summer
SIGONO
ASa-Project
Bandai Namco Entertainment
Hato King
07th Expansion
Grasshopper
VISUAL ARTS
NOVECT
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*If Applicable.
