A visual novel game 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.
The global Visual Novel Games market size is projected to grow from US$ 504 million in 2024 to US$ 917 million in 2030; it is expected to grow at a CAGR of 10.5% from 2024 to 2030.
The 鈥淰isual Novel Games Industry Forecast鈥 looks at past sales and reviews total world Visual Novel Games sales in 2022, providing a comprehensive analysis by region and market sector of projected Visual Novel Games sales for 2023 through 2029. With Visual Novel Games sales broken down by region, market sector and sub-sector, this report provides a detailed analysis in US$ millions of the world Visual Novel Games industry.
This Insight Report provides a comprehensive analysis of the global Visual Novel Games landscape and highlights key trends related to product segmentation, company formation, revenue, and market share, latest development, and M&A activity. This report also analyses the strategies of leading global companies with a focus on Visual Novel Games portfolios and capabilities, market entry strategies, market positions, and geographic footprints, to better understand these firms鈥 unique position in an accelerating global Visual Novel Games market.
This Insight Report evaluates the key market trends, drivers, and affecting factors shaping the global outlook for Visual Novel Games and breaks down the forecast by Type, by Application, geography, and market size to highlight emerging pockets of opportunity. With a transparent methodology based on hundreds of bottom-up qualitative and quantitative market inputs, this study forecast offers a highly nuanced view of the current state and future trajectory in the global Visual Novel Games.
United States market for Visual Novel Games is estimated to increase from US$ million in 2023 to US$ million by 2030, at a CAGR of % from 2024 through 2030.
China market for Visual Novel Games is estimated to increase from US$ million in 2023 to US$ million by 2030, at a CAGR of % from 2024 through 2030.
Europe market for Visual Novel Games is estimated to increase from US$ million in 2023 to US$ million by 2030, at a CAGR of % from 2024 through 2030.
Global key Visual Novel Games players cover SEGA, Capcom (Ace Attorney), ZA/UM Studio, Nitroplus, Spike Chunsoft, etc. In terms of revenue, the global two largest companies occupied for a share nearly % in 2023.
This report presents a comprehensive overview, market shares, and growth opportunities of Visual Novel Games market by product type, application, key players and key regions and countries.
Segmentation by Type:
Romance Games
Adventure Games
Mystery Games
Others
Segmentation by Application:
Female
Male
This report also splits the market by region:
Americas
United States
Canada
Mexico
Brazil
APAC
China
Japan
Korea
Southeast Asia
India
Australia
Europe
Germany
France
UK
Italy
Russia
Middle East & Africa
Egypt
South Africa
Israel
Turkey
GCC Countries
Segmentation by Type:
Romance Games
Adventure Games
Mystery Games
Others
Segmentation by Application:
Female
Male
This report also splits the market by region:
Americas
United States
Canada
Mexico
Brazil
APAC
China
Japan
Korea
Southeast Asia
India
Australia
Europe
Germany
France
UK
Italy
Russia
Middle East & Africa
Egypt
South Africa
Israel
Turkey
GCC Countries
The below companies that are profiled have been selected based on inputs gathered from primary experts and analyzing the company's coverage, product portfolio, its market penetration.
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
Crazy Maple Studio (Chapters)
Pixelberry Studios (Choices)
Pocket Gems (Episode)
Mechat
My Fantasy
66RPG (Orange Light Game)
NetEase Games
Please Note - This is an on demand report and will be delivered in 2 business days (48 hours) post payment.
1 Scope of the Report
1.1 麻豆原创 Introduction
1.2 Years Considered
1.3 Research Objectives
1.4 麻豆原创 Research Methodology
1.5 Research Process and Data Source
1.6 Economic Indicators
1.7 Currency Considered
2 Executive Summary
2.1 World 麻豆原创 Overview
2.1.1 Global Visual Novel Games 麻豆原创 Size 2025-2030
2.1.2 Visual Novel Games 麻豆原创 Size CAGR by Region
2.2 Visual Novel Games Segment by Type
2.2.1 Romance Games
2.2.2 Adventure Games
2.2.3 Mystery Games
2.2.4 Others
2.3 Visual Novel Games 麻豆原创 Size by Type
2.3.1 Global Visual Novel Games 麻豆原创 Size 麻豆原创 Share by Type (2025-2030)
2.3.2 Global Visual Novel Games 麻豆原创 Size Growth Rate by Type (2025-2030)
2.4 Visual Novel Games Segment by Application
2.4.1 Female
2.4.2 Male
2.5 Visual Novel Games 麻豆原创 Size by Application (2025-2030)
2.5.1 Global Visual Novel Games 麻豆原创 Size 麻豆原创 Share by Application (2025-2030)
2.5.2 Global Visual Novel Games 麻豆原创 Size Growth Rate by Application (2025-2030)
3 Visual Novel Games Key Players
3.1 Date of Key Players Enter into Visual Novel Games
3.2 Key Players Visual Novel Games Product Offered
3.3 Key Players Visual Novel Games Funding/Investment Analysis
3.4 Funding/Investment
3.4.1 Funding/Investment by Regions
3.4.2 Funding/Investment by End-Industry
3.5 Key Players Visual Novel Games Valuation & 麻豆原创 Capitalization
3.6 Key Players Mergers & Acquisitions, Expansion Plans
3.7 麻豆原创 Ranking
3.8 New Product/Technology Launches
3.9 Partnerships, Agreements, and Collaborations
3.10 Mergers and Acquisitions
4 Visual Novel Games by Regions
4.1 Visual Novel Games 麻豆原创 Size by Regions (2025-2030)
4.2 United States Visual Novel Games 麻豆原创 Size Growth (2025-2030)
4.3 China Visual Novel Games 麻豆原创 Size Growth (2025-2030)
4.4 Europe Visual Novel Games 麻豆原创 Size Growth (2025-2030)
4.5 Rest of World Visual Novel Games 麻豆原创 Size Growth (2025-2030)
5 United States
5.1 United States Visual Novel Games 麻豆原创 Size by Type (2025-2030)
5.2 United States Visual Novel Games 麻豆原创 Size by Application (2025-2030)
6 Europe
6.1 Europe Visual Novel Games 麻豆原创 Size by Type (2025-2030)
6.2 Europe Visual Novel Games 麻豆原创 Size by Application (2025-2030)
7 China
7.1 China Visual Novel Games 麻豆原创 Size by Type (2025-2030)
7.2 China Visual Novel Games 麻豆原创 Size by Application (2025-2030)
8 Rest of World
8.1 Rest of World Visual Novel Games 麻豆原创 Size by Type (2025-2030)
8.2 Rest of World Visual Novel Games 麻豆原创 Size by Application (2025-2030)
8.3 Japan
8.4 South Korea
8.5 Southeast Asia
9 麻豆原创 Drivers, Challenges and Trends
9.1 麻豆原创 Drivers & Growth Opportunities
9.2 麻豆原创 Challenges & Risks
9.3 Industry Trends
10 Key Investors in Visual Novel Games
10.1 Company A
10.1.1 Company A Company Details
10.1.2 Company Description
10.1.3 Companies Invested by Company A
10.1.4 Company A Key Development and 麻豆原创 Layout
10.2 Company B
10.2.1 Company B Company Details
10.2.2 Company Description
10.2.3 Companies Invested by Company B
10.2.4 Company B Key Development and 麻豆原创 Layout
10.3 Company C
10.3.1 Company C Company Details
10.3.2 Company Description
10.3.3 Companies Invested by Company C
10.3.4 Company C Key Development and 麻豆原创 Layout
10.4 Company D
10.5 鈥︹
11 Key Players Analysis
11.1 SEGA
11.1.1 SEGA Company Details
11.1.2 SEGA Visual Novel Games Product Offered
11.1.3 SEGA Visual Novel Games 麻豆原创 Size (2023 VS 2028)
11.1.4 SEGA Main Business Overview
11.1.5 SEGA News
11.2 Capcom (Ace Attorney)
11.2.1 Capcom (Ace Attorney) Company Details
11.2.2 Capcom (Ace Attorney) Visual Novel Games Product Offered
11.2.3 Capcom (Ace Attorney) Visual Novel Games 麻豆原创 Size (2023 VS 2028)
11.2.4 Capcom (Ace Attorney) Main Business Overview
11.2.5 Capcom (Ace Attorney) News
11.3 ZA/UM Studio
11.3.1 ZA/UM Studio Company Details
11.3.2 ZA/UM Studio Visual Novel Games Product Offered
11.3.3 ZA/UM Studio Visual Novel Games 麻豆原创 Size (2023 VS 2028)
11.3.4 ZA/UM Studio Main Business Overview
11.3.5 ZA/UM Studio News
11.4 Nitroplus
11.4.1 Nitroplus Company Details
11.4.2 Nitroplus Visual Novel Games Product Offered
11.4.3 Nitroplus Visual Novel Games 麻豆原创 Size (2023 VS 2028)
11.4.4 Nitroplus Main Business Overview
11.4.5 Nitroplus News
11.5 Spike Chunsoft
11.5.1 Spike Chunsoft Company Details
11.5.2 Spike Chunsoft Visual Novel Games Product Offered
11.5.3 Spike Chunsoft Visual Novel Games 麻豆原创 Size (2023 VS 2028)
11.5.4 Spike Chunsoft Main Business Overview
11.5.5 Spike Chunsoft News
11.6 Frontwing
11.6.1 Frontwing Company Details
11.6.2 Frontwing Visual Novel Games Product Offered
11.6.3 Frontwing Visual Novel Games 麻豆原创 Size (2023 VS 2028)
11.6.4 Frontwing Main Business Overview
11.6.5 Frontwing News
11.7 Purple Software
11.7.1 Purple Software Company Details
11.7.2 Purple Software Visual Novel Games Product Offered
11.7.3 Purple Software Visual Novel Games 麻豆原创 Size (2023 VS 2028)
11.7.4 Purple Software Main Business Overview
11.7.5 Purple Software News
11.8 ProjectMoon
11.8.1 ProjectMoon Company Details
11.8.2 ProjectMoon Visual Novel Games Product Offered
11.8.3 ProjectMoon Visual Novel Games 麻豆原创 Size (2023 VS 2028)
11.8.4 ProjectMoon Main Business Overview
11.8.5 ProjectMoon News
11.9 Aquaplus
11.9.1 Aquaplus Company Details
11.9.2 Aquaplus Visual Novel Games Product Offered
11.9.3 Aquaplus Visual Novel Games 麻豆原创 Size (2023 VS 2028)
11.9.4 Aquaplus Main Business Overview
11.9.5 Aquaplus News
11.10 Regista
11.10.1 Regista Company Details
11.10.2 Regista Visual Novel Games Product Offered
11.10.3 Regista Visual Novel Games 麻豆原创 Size (2023 VS 2028)
11.10.4 Regista Main Business Overview
11.10.5 Regista News
11.11 Nippon Ichi Software
11.12 Idea Factory
11.13 Bandai Namco
11.14 SIGONO
11.15 Tencent (Visual Arts)
11.16 07th Expansion
11.17 Crazy Maple Studio (Chapters)
11.18 Pixelberry Studios (Choices)
11.19 Pocket Gems (Episode)
11.20 Mechat
11.21 My Fantasy
11.22 66RPG (Orange Light Game)
11.23 NetEase Games
12 Research Findings and Conclusion
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*If Applicable.