Total: £ 56.28
Published Date: 2025-10-31 | Pages: 173 | Tables: 174 | New Technology
The global Visual Novel Games market is projected to grow from US$ 515 million in 2024 to US$ 1002 million by 2031, at a CAGR of 10.1% (2025-2031), driven by critical product segments and diverse end‑use applications.
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.
From a downstream perspective, Female accounted for % of 2024 revenue, surging to US$ million by 2031 (CAGR: % from 2025–2031).
Visual Novel Games leading manufacturers including SEGA, Capcom (Ace Attorney), ZA/UM Studio, Nitroplus, Spike Chunsoft, Frontwing, Purple Software, ProjectMoon, Aquaplus, Regista, etc., dominate supply; the top five capture approximately % of global revenue, with SEGA leading 2024 sales at US$ million.
Regional Outlook:
North America rose from US$ million in 2024 to a forecast US$ million by 2031 (CAGR %).
Asia‑Pacific will expand from US$ million to US$ million (CAGR %), led by China (US$ million in 2024, % share rising to % by 2031), Japan (CAGR %), South Korea (CAGR %), and Southeast Asia (CAGR %).
Europe is set to grow from US$ million to US$ million (CAGR %), with Germany projected to hit US$ million by 2031 (CAGR %).
Report Includes:
This definitive report equips CEOs, marketing directors, and investors with a 360° view of the global Visual Novel Games market across value chain. It analyzes historical revenue data (2020–2024) and delivers forecasts through 2031, illuminating demand trends and growth drivers.
By segmenting the market by Type and by Application, the study quantifies market size, growth rates, niche opportunities, and substitution risks, and analyzes downstream customers distribution pattern.
Granular regional insights cover five major markets—North America, Europe, APAC, South America, and MEA—with in‑depth analysis of 20+ countries, detailing dominant products, competitive landscape, and downstream demand trends.
Critical competitive intelligence profiles players—revenue, margins, pricing strategies, and major customers—and dissects the top-player positioning across product lines, applications, and regions to reveal strategic strengths.
A concise Industry‑chain overview maps upstream, middlestream, and downstream distribution dynamics to identify strategic gaps and unmet demand.
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
Crazy Maple Studio (Chapters)
Pixelberry Studios (Choices)
Pocket Gems (Episode)
Mechat
My Fantasy
66RPG (Orange Light Game)
NetEase Games
Segment by Type
Romance Games
Adventure Games
Mystery Games
Others
Segment by Application
Female
Male
Sales by Region
North America
United States
Canada
Mexico
Asia-Pacific
China
Japan
South Korea
India
Australia
Vietnam
Indonesia
Malaysia
Philippines
Singapore
Rest of Asia
Europe
Germany
U.K.
France
Italy
Spain
Benelux
Russia
Rest of Europe
Central and South America
Brazil
Argentina
Rest of South America
Middle East & Africa
GCC Countries
Egypt
Israel
South Africa
Rest of MEA
Chapter Outline
Chapter 1: Defines the Visual Novel Games study scope, segments the market by Type and by Application, etc, highlights segment size and growth potential.
Chapter 2: Offers current market state, projects global revenue and sales to 2031, pinpointing high consumption regions and emerging market catalysts
Chapter 3: Dissects the player landscape—ranks by revenue and profitability, details Player performance by product type and evaluates concentration alongside M&A moves.
Chapter 4: Unlocks high margin product segments—compares revenue, ASP, and technology differentiators, highlighting growth niches and substitution risks
Chapter 5: Targets downstream market opportunities—evaluates market size by Application, identifies emerging use cases, and profiles leading customers by region and by Application.
Chapter 6: North America—breaks down market size by Type, by Application and country, profiles key players and assesses growth drivers and barriers.
Chapter 7: Europe—analyses regional market by Type, by Application and players, flagging drivers and barriers.
Chapter 8: Asia Pacific—quantifies market size by Type, by Application, and region/country, profiles top players, and uncovers high potential expansion areas.
Chapter 9: Central & South America—measures market size by Type, by Application, and country, profiles top players, and identifies investment opportunities and challenges.
Chapter 10: Middle East and Africa—evaluates market size by Type, by Application, and country, profiles key players, and outlines investment prospects and market hurdles
Chapter 11: Profiles players in depth—details product specs, revenue, margins; Top-tier players 2024 sales breakdowns by Product type, by Application, by region SWOT analysis, and recent strategic developments.
Chapter 12: Industry chain—analyses upstream, cost drivers, plus downstream channels.
Chapter 13: Market dynamics—explores drivers, restraints, regulatory impacts, and risk mitigation strategies.
Chapter 14: Actionable conclusions and strategic recommendations.
Why This Report:
Beyond standard market data, this analysis provides a clear profitability roadmap—empowering you to:
Allocate capital strategically to high growth regions (Chapters 6–10) and margin rich segments (Chapter 5).
Negotiate from strength with suppliers (Chapter 12) and customers (Chapter 5) using cost and demand intelligence.
Outmaneuver competitors with granular insights into their operations, margins, and strategies (Chapters 3 and 11).
Capitalize on the projected billion‑dollar opportunity with data‑driven regional and segment tactics (Chapter 12-14).
Leverage this 360° intelligence to turn market complexity into actionable competitive advantage.
Research Methodology
The research methodology employed has been subjected by numerous procedures in order to guarantee the quality and accuracy of the data contained within the reports. The analysts are employed full-time and received more than six months training to satisfy the standard of our company. Our methodology can be divided into five stages:
★Stage 1 SECONDARY RESEARCH
The research team first collaborates with magazines, trade associations and administrative departments in the research field. The information provided by our internal documentation service is helpful for our further research. Our team has a wealth of experience and knowledge, and can effectively extract accurate information from existing resources.
★Stage 2 PRIMARY RESEARCH:INTERVIEWS WITH TRADE SOURCES
After the first stage, the research team conducts a large number of face-to-face or telephone interviews with representative companies working in the research field. Analysts are trying to have an opportunity to talk to leading companies and small companies in the field. Upstream suppliers, manufacturers, distributors, importers, installers, wholesalers and consumers were included in the interview. The data collected during the interview were then carefully examined and compared with the secondary study.
★Stage 3 ANALYSIS OF THE GATHERED DATA
The analysis team examines and synthesizes the data collected in the first two stages. In order to validate the data, a second round of interviews can be conducted.
★Stage 4 QUANTITATIVE DATA
The quantitative data such as market estimates, production and capacity of manufacturer, market forecasts and investment feasibility is provided by our company. The data is based on the estimates obtained during stage 3.
★Stage 5 QUALITY CONTROL
Before publishing, each report undergoes a rigorous review and editing process, which is done by the experience management team to ensure the reliability of the published data. Every analyst on the research team receives support and continuous training as part of our internal quality process.
1 Study Coverage
1.1 Introduction to Visual Novel Games: Definition, Properties, and Key Attributes
1.2 Market Segmentation by Type
1.2.1 Global Visual Novel Games Market Size by Type, 2020 VS 2024 VS 2031
1.2.2 Romance Games
1.2.3 Adventure Games
1.2.4 Mystery Games
1.2.5 Others
1.3 Market Segmentation by Application
1.3.1 Global Visual Novel Games Market Size 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 Executive Summary
2.1 Global Visual Novel Games Revenue Estimates and Forecasts 2020-2031
2.2 Global Visual Novel Games Revenue by Region
2.2.1 Revenue Comparison: 2020 VS 2024 VS 2031
2.2.2 Historical and Forecasted Revenue by Region (2020-2031)
2.2.3 Global Revenue Market Share by Region (2020-2031)
2.2.4 Emerging Market Focus: Growth Drivers & Investment Trends
3 Competition by Players
3.1 Global Visual Novel Games Player Revenue Rankings and Profitability
3.1.1 Global Revenue (Value) by Players (2020-2025)
3.1.2 Global Key Player Revenue Ranking (2023 vs. 2024)
3.1.3 Revenue-Based Tier Segmentation (Tier 1, Tier 2, and Tier 3)
3.1.4 Gross Margin by Top Player (2020 VS 2024)
3.2 Global Visual Novel Games Companies Headquarters and Service Footprint
3.3 Main Product Type Market Size by Players
3.3.1 Romance Games Market Size by Players
3.3.2 Adventure Games Market Size by Players
3.3.3 Mystery Games Market Size by Players
3.3.4 Others Market Size by Players
3.4 Global Visual Novel Games Market Concentration and Dynamics
3.4.1 Global Market Concentration (CR5 and HHI)
3.4.2 Entrant/Exit Impact Analysis
3.4.3 Strategic Moves: M&A, Expansion, R&D Investment
4 Global Product Segmentation Analysis
4.1 Global Visual Novel Games Revenue Trends by Type
4.1.1 Global Historical and Forecasted Revenue by Type (2020-2031)
4.1.2 Global Revenue Market Share by Type (2020-2031)
4.2 Key Product Attributes and Differentiation
4.3 Subtype Dynamics: Growth Leaders, Profitability and Risk
4.3.1 High-Growth Niches and Adoption Drivers
4.3.2 Profitability Hotspots and Cost Drivers
4.3.3 Substitution Threats
5 Global Downstream Application Analysis
5.1 Global Visual Novel Games Revenue by Application
5.1.1 Global Historical and Forecasted Revenue by Application (2020-2031)
5.1.2 Revenue Market Share by Application (2020-2031)
5.1.3 High-Growth Application Identification
5.1.4 Emerging Application Case Studies
5.2 Downstream Customer Analysis
5.2.1 Top Customers by Region
5.2.2 Top Customers by Application
6 North America
6.1 North America Market Size (2020-2031)
6.2 North America Key Players Revenue in 2024
6.3 North America Visual Novel Games Market Size by Type (2020-2031)
6.4 North America Visual Novel Games Market Size by Application (2020-2031)
6.5 North America Growth Accelerators and Market Barriers
6.6 North America Visual Novel Games Market Size by Country
6.6.1 North America Revenue Trends by Country
6.6.2 US
6.6.3 Canada
6.6.4 Mexico
7 Europe
7.1 Europe Market Size (2020-2031)
7.2 Europe Key Players Revenue in 2024
7.3 Europe Visual Novel Games Market Size by Type (2020-2031)
7.4 Europe Visual Novel Games Market Size by Application (2020-2031)
7.5 Europe Growth Accelerators and Market Barriers
7.6 Europe Visual Novel Games Market Size by Country
7.6.1 Europe Revenue Trends by Country
7.6.2 Germany
7.6.3 France
7.6.4 U.K.
7.6.5 Italy
7.6.6 Russia
8 Asia-Pacific
8.1 Asia-Pacific Market Size (2020-2031)
8.2 Asia-Pacific Key Players Revenue in 2024
8.3 Asia-Pacific Visual Novel Games Market Size by Type (2020-2031)
8.4 Asia-Pacific Visual Novel Games Market Size by Application (2020-2031)
8.5 Asia-Pacific Growth Accelerators and Market Barriers
8.6 Asia-Pacific Visual Novel Games Market Size by Region
8.6.1 Asia-Pacific Revenue Trends by Region
8.7 China
8.8 Japan
8.9 South Korea
8.10 Australia
8.11 India
8.12 Southeast Asia
8.12.1 Indonesia
8.12.2 Vietnam
8.12.3 Malaysia
8.12.4 Philippines
8.12.5 Singapore
9 Central and South America
9.1 Central and South America Market Size (2020-2031)
9.2 Central and South America Key Players Revenue in 2024
9.3 Central and South America Visual Novel Games Market Size by Type (2020-2031)
9.4 Central and South America Visual Novel Games Market Size by Application (2020-2031)
9.5 Central and South America Investment Opportunities and Key Challenges
9.6 Central and South America Visual Novel Games Market Size by Country
9.6.1 Central and South America Revenue Trends by Country (2020 VS 2024 VS 2031)
9.6.2 Brazil
9.6.3 Argentina
10 Middle East and Africa
10.1 Middle East and Africa Market Size (2020-2031)
10.2 Middle East and Africa Key Players Revenue in 2024
10.3 Middle East and Africa Visual Novel Games Market Size by Type (2020-2031)
10.4 Middle East and Africa Visual Novel Games Market Size by Application (2020-2031)
10.5 Middle East and Africa Investment Opportunities and Key Challenges
10.6 Middle East and Africa Visual Novel Games Market Size by Country
10.6.1 Middle East and Africa Revenue Trends by Country (2020 VS 2024 VS 2031)
10.6.2 GCC Countries
10.6.3 Israel
10.6.4 Egypt
10.6.5 South Africa
11 Corporate Profile
11.1 SEGA
11.1.1 SEGA Corporation Information
11.1.2 SEGA Business Overview
11.1.3 SEGA Visual Novel Games Product Features and Attributes
11.1.4 SEGA Visual Novel Games Revenue and Gross Margin (2020-2025)
11.1.5 SEGA Visual Novel Games Revenue by Product in 2024
11.1.6 SEGA Visual Novel Games Revenue by Application in 2024
11.1.7 SEGA Visual Novel Games Revenue by Geographic Area in 2024
11.1.8 SEGA Visual Novel Games SWOT Analysis
11.1.9 SEGA Recent Developments
11.2 Capcom (Ace Attorney)
11.2.1 Capcom (Ace Attorney) Corporation Information
11.2.2 Capcom (Ace Attorney) Business Overview
11.2.3 Capcom (Ace Attorney) Visual Novel Games Product Features and Attributes
11.2.4 Capcom (Ace Attorney) Visual Novel Games Revenue and Gross Margin (2020-2025)
11.2.5 Capcom (Ace Attorney) Visual Novel Games Revenue by Product in 2024
11.2.6 Capcom (Ace Attorney) Visual Novel Games Revenue by Application in 2024
11.2.7 Capcom (Ace Attorney) Visual Novel Games Revenue by Geographic Area in 2024
11.2.8 Capcom (Ace Attorney) Visual Novel Games SWOT Analysis
11.2.9 Capcom (Ace Attorney) Recent Developments
11.3 ZA/UM Studio
11.3.1 ZA/UM Studio Corporation Information
11.3.2 ZA/UM Studio Business Overview
11.3.3 ZA/UM Studio Visual Novel Games Product Features and Attributes
11.3.4 ZA/UM Studio Visual Novel Games Revenue and Gross Margin (2020-2025)
11.3.5 ZA/UM Studio Visual Novel Games Revenue by Product in 2024
11.3.6 ZA/UM Studio Visual Novel Games Revenue by Application in 2024
11.3.7 ZA/UM Studio Visual Novel Games Revenue by Geographic Area in 2024
11.3.8 ZA/UM Studio Visual Novel Games SWOT Analysis
11.3.9 ZA/UM Studio Recent Developments
11.4 Nitroplus
11.4.1 Nitroplus Corporation Information
11.4.2 Nitroplus Business Overview
11.4.3 Nitroplus Visual Novel Games Product Features and Attributes
11.4.4 Nitroplus Visual Novel Games Revenue and Gross Margin (2020-2025)
11.4.5 Nitroplus Visual Novel Games Revenue by Product in 2024
11.4.6 Nitroplus Visual Novel Games Revenue by Application in 2024
11.4.7 Nitroplus Visual Novel Games Revenue by Geographic Area in 2024
11.4.8 Nitroplus Visual Novel Games SWOT Analysis
11.4.9 Nitroplus Recent Developments
11.5 Spike Chunsoft
11.5.1 Spike Chunsoft Corporation Information
11.5.2 Spike Chunsoft Business Overview
11.5.3 Spike Chunsoft Visual Novel Games Product Features and Attributes
11.5.4 Spike Chunsoft Visual Novel Games Revenue and Gross Margin (2020-2025)
11.5.5 Spike Chunsoft Visual Novel Games Revenue by Product in 2024
11.5.6 Spike Chunsoft Visual Novel Games Revenue by Application in 2024
11.5.7 Spike Chunsoft Visual Novel Games Revenue by Geographic Area in 2024
11.5.8 Spike Chunsoft Visual Novel Games SWOT Analysis
11.5.9 Spike Chunsoft Recent Developments
11.6 Frontwing
11.6.1 Frontwing Corporation Information
11.6.2 Frontwing Business Overview
11.6.3 Frontwing Visual Novel Games Product Features and Attributes
11.6.4 Frontwing Visual Novel Games Revenue and Gross Margin (2020-2025)
11.6.5 Frontwing Recent Developments
11.7 Purple Software
11.7.1 Purple Software Corporation Information
11.7.2 Purple Software Business Overview
11.7.3 Purple Software Visual Novel Games Product Features and Attributes
11.7.4 Purple Software Visual Novel Games Revenue and Gross Margin (2020-2025)
11.7.5 Purple Software Recent Developments
11.8 ProjectMoon
11.8.1 ProjectMoon Corporation Information
11.8.2 ProjectMoon Business Overview
11.8.3 ProjectMoon Visual Novel Games Product Features and Attributes
11.8.4 ProjectMoon Visual Novel Games Revenue and Gross Margin (2020-2025)
11.8.5 ProjectMoon Recent Developments
11.9 Aquaplus
11.9.1 Aquaplus Corporation Information
11.9.2 Aquaplus Business Overview
11.9.3 Aquaplus Visual Novel Games Product Features and Attributes
11.9.4 Aquaplus Visual Novel Games Revenue and Gross Margin (2020-2025)
11.9.5 Aquaplus Recent Developments
11.10 Regista
11.10.1 Regista Corporation Information
11.10.2 Regista Business Overview
11.10.3 Regista Visual Novel Games Product Features and Attributes
11.10.4 Regista Visual Novel Games Revenue and Gross Margin (2020-2025)
11.10.5 Company Ten Recent Developments
11.11 Nippon Ichi Software
11.11.1 Nippon Ichi Software Corporation Information
11.11.2 Nippon Ichi Software Business Overview
11.11.3 Nippon Ichi Software Visual Novel Games Product Features and Attributes
11.11.4 Nippon Ichi Software Visual Novel Games Revenue and Gross Margin (2020-2025)
11.11.5 Nippon Ichi Software Recent Developments
11.12 Idea Factory
11.12.1 Idea Factory Corporation Information
11.12.2 Idea Factory Business Overview
11.12.3 Idea Factory Visual Novel Games Product Features and Attributes
11.12.4 Idea Factory Visual Novel Games Revenue and Gross Margin (2020-2025)
11.12.5 Idea Factory Recent Developments
11.13 Bandai Namco
11.13.1 Bandai Namco Corporation Information
11.13.2 Bandai Namco Business Overview
11.13.3 Bandai Namco Visual Novel Games Product Features and Attributes
11.13.4 Bandai Namco Visual Novel Games Revenue and Gross Margin (2020-2025)
11.13.5 Bandai Namco Recent Developments
11.14 SIGONO
11.14.1 SIGONO Corporation Information
11.14.2 SIGONO Business Overview
11.14.3 SIGONO Visual Novel Games Product Features and Attributes
11.14.4 SIGONO Visual Novel Games Revenue and Gross Margin (2020-2025)
11.14.5 SIGONO Recent Developments
11.15 Tencent (Visual Arts)
11.15.1 Tencent (Visual Arts) Corporation Information
11.15.2 Tencent (Visual Arts) Business Overview
11.15.3 Tencent (Visual Arts) Visual Novel Games Product Features and Attributes
11.15.4 Tencent (Visual Arts) Visual Novel Games Revenue and Gross Margin (2020-2025)
11.15.5 Tencent (Visual Arts) Recent Developments
11.16 07th Expansion
11.16.1 07th Expansion Corporation Information
11.16.2 07th Expansion Business Overview
11.16.3 07th Expansion Visual Novel Games Product Features and Attributes
11.16.4 07th Expansion Visual Novel Games Revenue and Gross Margin (2020-2025)
11.16.5 07th Expansion Recent Developments
11.17 Crazy Maple Studio (Chapters)
11.17.1 Crazy Maple Studio (Chapters) Corporation Information
11.17.2 Crazy Maple Studio (Chapters) Business Overview
11.17.3 Crazy Maple Studio (Chapters) Visual Novel Games Product Features and Attributes
11.17.4 Crazy Maple Studio (Chapters) Visual Novel Games Revenue and Gross Margin (2020-2025)
11.17.5 Crazy Maple Studio (Chapters) Recent Developments
11.18 Pixelberry Studios (Choices)
11.18.1 Pixelberry Studios (Choices) Corporation Information
11.18.2 Pixelberry Studios (Choices) Business Overview
11.18.3 Pixelberry Studios (Choices) Visual Novel Games Product Features and Attributes
11.18.4 Pixelberry Studios (Choices) Visual Novel Games Revenue and Gross Margin (2020-2025)
11.18.5 Pixelberry Studios (Choices) Recent Developments
11.19 Pocket Gems (Episode)
11.19.1 Pocket Gems (Episode) Corporation Information
11.19.2 Pocket Gems (Episode) Business Overview
11.19.3 Pocket Gems (Episode) Visual Novel Games Product Features and Attributes
11.19.4 Pocket Gems (Episode) Visual Novel Games Revenue and Gross Margin (2020-2025)
11.19.5 Pocket Gems (Episode) Recent Developments
11.20 Mechat
11.20.1 Mechat Corporation Information
11.20.2 Mechat Business Overview
11.20.3 Mechat Visual Novel Games Product Features and Attributes
11.20.4 Mechat Visual Novel Games Revenue and Gross Margin (2020-2025)
11.20.5 Mechat Recent Developments
11.21 My Fantasy
11.21.1 My Fantasy Corporation Information
11.21.2 My Fantasy Business Overview
11.21.3 My Fantasy Visual Novel Games Product Features and Attributes
11.21.4 My Fantasy Visual Novel Games Revenue and Gross Margin (2020-2025)
11.21.5 My Fantasy Recent Developments
11.22 66RPG (Orange Light Game)
11.22.1 66RPG (Orange Light Game) Corporation Information
11.22.2 66RPG (Orange Light Game) Business Overview
11.22.3 66RPG (Orange Light Game) Visual Novel Games Product Features and Attributes
11.22.4 66RPG (Orange Light Game) Visual Novel Games Revenue and Gross Margin (2020-2025)
11.22.5 66RPG (Orange Light Game) Recent Developments
11.23 NetEase Games
11.23.1 NetEase Games Corporation Information
11.23.2 NetEase Games Business Overview
11.23.3 NetEase Games Visual Novel Games Product Features and Attributes
11.23.4 NetEase Games Visual Novel Games Revenue and Gross Margin (2020-2025)
11.23.5 NetEase Games Recent Developments
12 Visual Novel GamesIndustry Chain Analysis
12.1 Visual Novel Games Industry Chain
12.2 Upstream Analysis
12.2.1 Upstream Key Suppliers
12.3 Middlestream Analysis
12.4 Downstream Sales Model and Distribution Networks
12.4.1 Sales Channels
12.4.2 Distributors
13 Visual Novel Games Market Dynamics
13.1 Industry Trends and Evolution
13.2 Market Growth Drivers and Emerging Opportunities
13.3 Market Challenges, Risks, and Restraints
14 Key Findings in the Global Visual Novel Games Study
15 Appendix
15.1 Research Methodology
15.1.1 Methodology/Research Approach
15.1.1.1 Research Programs/Design
15.1.1.2 Market Size Estimation
15.1.1.3 Market Breakdown and Data Triangulation
15.1.2 Data Source
15.1.2.1 Secondary Sources
15.1.2.2 Primary Sources
15.2 Author Details
List of Tables
Table 1. Global Visual Novel Games Market Size Growth Rate by Type, 2020 VS 2024 VS 2031 (US$ Million)
Table 2. Global Visual Novel Games Market Size Growth Rate by Application, 2020 VS 2024 VS 2031 (US$ Million)
Table 3. Global Visual Novel Games Revenue Grow Rate (CAGR) by Region: 2020 VS 2024 VS 2031 (US$ Million)
Table 4. Global Visual Novel Games Revenue by Region (2020-2025) & (US$ Million)
Table 5. Global Visual Novel Games Revenue by Region (2026-2031) & (US$ Million)
Table 6. Emerging Market Revenue Grow Rate (CAGR) by Country (2020 VS 2024 VS 2031) (US$ Million)
Table 7. Global Visual Novel Games Revenue by Players (2020-2025) & (US$ Million)
Table 8. Global Visual Novel Games Revenue Market Share by Players (2020-2025)
Table 9. Global Key Players’Ranking Shift (2023 vs. 2024) (Based on Revenue)
Table 10. Global Visual Novel Games by Player Tier (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in Visual Novel Games as of 2024)
Table 11. Global Visual Novel Games Average Gross Margin (%) by Player (2020 VS 2024)
Table 12. Global Visual Novel Games Companies Headquarters
Table 13. Global Visual Novel Games Market Concentration Ratio (CR5 and HHI)
Table 14. Key Market Entrant/Exit (2020-2024) – Drivers & Impact Analysis
Table 15. Key Mergers & Acquisitions, Expansion Plans, R&D Investment
Table 16. Global Visual Novel Games Revenue by Type (2020-2025) & (US$ Million)
Table 17. Global Visual Novel Games Revenue by Type (2026-2031) & (US$ Million)
Table 18. Key Product Attributes and Differentiation
Table 19. Global Visual Novel Games Revenue by Application (2020-2025) & (US$ Million)
Table 20. Global Visual Novel Games Revenue by Application (2026-2031) & (US$ Million)
Table 21. Visual Novel Games High-Growth Sectors Demand CAGR (2024-2031)
Table 22. Top Customers by Region
Table 23. Top Customers by Application
Table 24. North America Visual Novel Games Growth Accelerators and Market Barriers
Table 25. North America Visual Novel Games Revenue Grow Rate (CAGR) by Country (2020 VS 2024 VS 2031) (US$ Million)
Table 26. Europe Visual Novel Games Growth Accelerators and Market Barriers
Table 27. Europe Visual Novel Games Revenue Grow Rate (CAGR) by Country: 2020 VS 2024 VS 2031 (US$ Million)
Table 28. Asia-Pacific Visual Novel Games Growth Accelerators and Market Barriers
Table 29. Asia-Pacific Visual Novel Games Revenue Grow Rate (CAGR) by Region: 2020 VS 2024 VS 2031 (US$ Million)
Table 30. Central and South America Visual Novel Games Investment Opportunities and Key Challenges
Table 31. Central and South America Visual Novel Games Revenue Grow Rate (CAGR) by Country (2020 VS 2024 VS 2031) (US$ Million)
Table 32. Middle East and Africa Visual Novel Games Investment Opportunities and Key Challenges
Table 33. Middle East and Africa Visual Novel Games Revenue Grow Rate (CAGR) by Country (2020 VS 2024 VS 2031) (US$ Million)
Table 34. SEGA Corporation Information
Table 35. SEGA Description and Major Businesses
Table 36. SEGA Product Features and Attributes
Table 37. SEGA Revenue (US$ Million) and Gross Margin (2020-2025)
Table 38. SEGA Revenue Proportion by Product in 2024
Table 39. SEGA Revenue Proportion by Application in 2024
Table 40. SEGA Revenue Proportion by Geographic Area in 2024
Table 41. SEGA Visual Novel Games SWOT Analysis
Table 42. SEGA Recent Developments
Table 43. Capcom (Ace Attorney) Corporation Information
Table 44. Capcom (Ace Attorney) Description and Major Businesses
Table 45. Capcom (Ace Attorney) Product Features and Attributes
Table 46. Capcom (Ace Attorney) Revenue (US$ Million) and Gross Margin (2020-2025)
Table 47. Capcom (Ace Attorney) Revenue Proportion by Product in 2024
Table 48. Capcom (Ace Attorney) Revenue Proportion by Application in 2024
Table 49. Capcom (Ace Attorney) Revenue Proportion by Geographic Area in 2024
Table 50. Capcom (Ace Attorney) Visual Novel Games SWOT Analysis
Table 51. Capcom (Ace Attorney) Recent Developments
Table 52. ZA/UM Studio Corporation Information
Table 53. ZA/UM Studio Description and Major Businesses
Table 54. ZA/UM Studio Product Features and Attributes
Table 55. ZA/UM Studio Revenue (US$ Million) and Gross Margin (2020-2025)
Table 56. ZA/UM Studio Revenue Proportion by Product in 2024
Table 57. ZA/UM Studio Revenue Proportion by Application in 2024
Table 58. ZA/UM Studio Revenue Proportion by Geographic Area in 2024
Table 59. ZA/UM Studio Visual Novel Games SWOT Analysis
Table 60. ZA/UM Studio Recent Developments
Table 61. Nitroplus Corporation Information
Table 62. Nitroplus Description and Major Businesses
Table 63. Nitroplus Product Features and Attributes
Table 64. Nitroplus Revenue (US$ Million) and Gross Margin (2020-2025)
Table 65. Nitroplus Revenue Proportion by Product in 2024
Table 66. Nitroplus Revenue Proportion by Application in 2024
Table 67. Nitroplus Revenue Proportion by Geographic Area in 2024
Table 68. Nitroplus Visual Novel Games SWOT Analysis
Table 69. Nitroplus Recent Developments
Table 70. Spike Chunsoft Corporation Information
Table 71. Spike Chunsoft Description and Major Businesses
Table 72. Spike Chunsoft Product Features and Attributes
Table 73. Spike Chunsoft Revenue (US$ Million) and Gross Margin (2020-2025)
Table 74. Spike Chunsoft Revenue Proportion by Product in 2024
Table 75. Spike Chunsoft Revenue Proportion by Application in 2024
Table 76. Spike Chunsoft Revenue Proportion by Geographic Area in 2024
Table 77. Spike Chunsoft Visual Novel Games SWOT Analysis
Table 78. Spike Chunsoft Recent Developments
Table 79. Frontwing Corporation Information
Table 80. Frontwing Description and Major Businesses
Table 81. Frontwing Product Features and Attributes
Table 82. Frontwing Revenue (US$ Million) and Gross Margin (2020-2025)
Table 83. Frontwing Recent Developments
Table 84. Purple Software Corporation Information
Table 85. Purple Software Description and Major Businesses
Table 86. Purple Software Product Features and Attributes
Table 87. Purple Software Revenue (US$ Million) and Gross Margin (2020-2025)
Table 88. Purple Software Recent Developments
Table 89. ProjectMoon Corporation Information
Table 90. ProjectMoon Description and Major Businesses
Table 91. ProjectMoon Product Features and Attributes
Table 92. ProjectMoon Revenue (US$ Million) and Gross Margin (2020-2025)
Table 93. ProjectMoon Recent Developments
Table 94. Aquaplus Corporation Information
Table 95. Aquaplus Description and Major Businesses
Table 96. Aquaplus Product Features and Attributes
Table 97. Aquaplus Revenue (US$ Million) and Gross Margin (2020-2025)
Table 98. Aquaplus Recent Developments
Table 99. Regista Corporation Information
Table 100. Regista Description and Major Businesses
Table 101. Regista Product Features and Attributes
Table 102. Regista Revenue (US$ Million) and Gross Margin (2020-2025)
Table 103. Regista Recent Developments
Table 104. Nippon Ichi Software Corporation Information
Table 105. Nippon Ichi Software Description and Major Businesses
Table 106. Nippon Ichi Software Product Features and Attributes
Table 107. Nippon Ichi Software Revenue (US$ Million) and Gross Margin (2020-2025)
Table 108. Nippon Ichi Software Recent Developments
Table 109. Idea Factory Corporation Information
Table 110. Idea Factory Description and Major Businesses
Table 111. Idea Factory Product Features and Attributes
Table 112. Idea Factory Revenue (US$ Million) and Gross Margin (2020-2025)
Table 113. Idea Factory Recent Developments
Table 114. Bandai Namco Corporation Information
Table 115. Bandai Namco Description and Major Businesses
Table 116. Bandai Namco Product Features and Attributes
Table 117. Bandai Namco Revenue (US$ Million) and Gross Margin (2020-2025)
Table 118. Bandai Namco Recent Developments
Table 119. SIGONO Corporation Information
Table 120. SIGONO Description and Major Businesses
Table 121. SIGONO Product Features and Attributes
Table 122. SIGONO Revenue (US$ Million) and Gross Margin (2020-2025)
Table 123. SIGONO Recent Developments
Table 124. Tencent (Visual Arts) Corporation Information
Table 125. Tencent (Visual Arts) Description and Major Businesses
Table 126. Tencent (Visual Arts) Product Features and Attributes
Table 127. Tencent (Visual Arts) Revenue (US$ Million) and Gross Margin (2020-2025)
Table 128. Tencent (Visual Arts) Recent Developments
Table 129. 07th Expansion Corporation Information
Table 130. 07th Expansion Description and Major Businesses
Table 131. 07th Expansion Product Features and Attributes
Table 132. 07th Expansion Revenue (US$ Million) and Gross Margin (2020-2025)
Table 133. 07th Expansion Recent Developments
Table 134. Crazy Maple Studio (Chapters) Corporation Information
Table 135. Crazy Maple Studio (Chapters) Description and Major Businesses
Table 136. Crazy Maple Studio (Chapters) Product Features and Attributes
Table 137. Crazy Maple Studio (Chapters) Revenue (US$ Million) and Gross Margin (2020-2025)
Table 138. Crazy Maple Studio (Chapters) Recent Developments
Table 139. Pixelberry Studios (Choices) Corporation Information
Table 140. Pixelberry Studios (Choices) Description and Major Businesses
Table 141. Pixelberry Studios (Choices) Product Features and Attributes
Table 142. Pixelberry Studios (Choices) Revenue (US$ Million) and Gross Margin (2020-2025)
Table 143. Pixelberry Studios (Choices) Recent Developments
Table 144. Pocket Gems (Episode) Corporation Information
Table 145. Pocket Gems (Episode) Description and Major Businesses
Table 146. Pocket Gems (Episode) Product Features and Attributes
Table 147. Pocket Gems (Episode) Revenue (US$ Million) and Gross Margin (2020-2025)
Table 148. Pocket Gems (Episode) Recent Developments
Table 149. Mechat Corporation Information
Table 150. Mechat Description and Major Businesses
Table 151. Mechat Product Features and Attributes
Table 152. Mechat Revenue (US$ Million) and Gross Margin (2020-2025)
Table 153. Mechat Recent Developments
Table 154. My Fantasy Corporation Information
Table 155. My Fantasy Description and Major Businesses
Table 156. My Fantasy Product Features and Attributes
Table 157. My Fantasy Revenue (US$ Million) and Gross Margin (2020-2025)
Table 158. My Fantasy Recent Developments
Table 159. 66RPG (Orange Light Game) Corporation Information
Table 160. 66RPG (Orange Light Game) Description and Major Businesses
Table 161. 66RPG (Orange Light Game) Product Features and Attributes
Table 162. 66RPG (Orange Light Game) Revenue (US$ Million) and Gross Margin (2020-2025)
Table 163. 66RPG (Orange Light Game) Recent Developments
Table 164. NetEase Games Corporation Information
Table 165. NetEase Games Description and Major Businesses
Table 166. NetEase Games Product Features and Attributes
Table 167. NetEase Games Revenue (US$ Million) and Gross Margin (2020-2025)
Table 168. NetEase Games Recent Developments
Table 169. Raw Materials Key Suppliers
Table 170. Distributors List
Table 171. Market Trends and Market Evolution
Table 172. Market Drivers and Opportunities
Table 173. Market Challenges, Risks, and Restraints
Table 174. Research Programs/Design for This Report
Table 175. Key Data Information from Secondary Sources
Table 176. Key Data Information from Primary Sources
List of Figures
Figure 1. Visual Novel Games Product Picture
Figure 2. Global Visual Novel Games Market Size Growth Rate by Type, 2020 VS 2024 VS 2031 (US$ Million)
Figure 3. Romance Games Product Picture
Figure 4. Adventure Games Product Picture
Figure 5. Mystery Games Product Picture
Figure 6. Others Product Picture
Figure 7. Global Visual Novel Games Market Size Growth Rate by Application, 2020 VS 2024 VS 2031 (US$ Million)
Figure 8. Female
Figure 9. Male
Figure 10. Visual Novel Games Report Years Considered
Figure 11. Global Visual Novel Games Revenue, (US$ Million), 2020 VS 2024 VS 2031
Figure 12. Global Visual Novel Games Revenue (2020-2031) & (US$ Million)
Figure 13. Global Visual Novel Games Revenue (CAGR) by Region: 2020 VS 2024 VS 2031 (US$ Million)
Figure 14. Global Visual Novel Games Revenue Market Share by Region (2020-2031)
Figure 15. Global Visual Novel Games Revenue Market Share Ranking (2024)
Figure 16. Tier Distribution by Revenue Contribution (2020 VS 2024)
Figure 17. Romance Games Revenue Market Share by Player in 2024
Figure 18. Adventure Games Revenue Market Share by Player in 2024
Figure 19. Mystery Games Revenue Market Share by Player in 2024
Figure 20. Others Revenue Market Share by Player in 2024
Figure 21. Global Visual Novel Games Revenue Market Share by Type (2020-2031)
Figure 22. Global Visual Novel Games Revenue Market Share by Application (2020-2031)
Figure 23. North America Visual Novel Games Revenue YoY (2020-2031) & (US$ Million)
Figure 24. North America Top 5 Players Visual Novel Games Revenue (US$ Million) in 2024
Figure 25. North America Visual Novel Games Revenue (US$ Million) by Type (2020 - 2031)
Figure 26. North America Visual Novel Games Revenue (US$ Million) by Application (2020-2031)
Figure 27. US Visual Novel Games Revenue (2020-2031) & (US$ Million)
Figure 28. Canada Visual Novel Games Revenue (2020-2031) & (US$ Million)
Figure 29. Mexico Visual Novel Games Revenue (2020-2031) & (US$ Million)
Figure 30. Europe Visual Novel Games Revenue YoY (2020-2031) & (US$ Million)
Figure 31. Europe Top 5 Players Visual Novel Games Revenue (US$ Million) in 2024
Figure 32. Europe Visual Novel Games Revenue (US$ Million) by Type (2020-2031)
Figure 33. Europe Visual Novel Games Revenue (US$ Million) by Application (2020-2031)
Figure 34. Germany Visual Novel Games Revenue (2020-2031) & (US$ Million)
Figure 35. France Visual Novel Games Revenue (2020-2031) & (US$ Million)
Figure 36. U.K. Visual Novel Games Revenue (2020-2031) & (US$ Million)
Figure 37. Italy Visual Novel Games Revenue (2020-2031) & (US$ Million)
Figure 38. Russia Visual Novel Games Revenue (2020-2031) & (US$ Million)
Figure 39. Asia-Pacific Visual Novel Games Revenue YoY (2020-2031) & (US$ Million)
Figure 40. Asia-Pacific Top 8 Players Visual Novel Games Revenue (US$ Million) in 2024
Figure 41. Asia-Pacific Visual Novel Games Revenue (US$ Million) by Type (2020-2031)
Figure 42. Asia-Pacific Visual Novel Games Revenue (US$ Million) by Application (2020-2031)
Figure 43. Indonesia Visual Novel Games Revenue (2020-2031) & (US$ Million)
Figure 44. Japan Visual Novel Games Revenue (2020-2031) & (US$ Million)
Figure 45. South Korea Visual Novel Games Revenue (2020-2031) & (US$ Million)
Figure 46. Australia Visual Novel Games Revenue (2020-2031) & (US$ Million)
Figure 47. India Visual Novel Games Revenue (2020-2031) & (US$ Million)
Figure 48. Indonesia Visual Novel Games Revenue (2020-2031) & (US$ Million)
Figure 49. Vietnam Visual Novel Games Revenue (2020-2031) & (US$ Million)
Figure 50. Malaysia Visual Novel Games Revenue (2020-2031) & (US$ Million)
Figure 51. Philippines Visual Novel Games Revenue (2020-2031) & (US$ Million)
Figure 52. Singapore Visual Novel Games Revenue (2020-2031) & (US$ Million)
Figure 53. Central and South America Visual Novel Games Revenue YoY (2020-2031) & (US$ Million)
Figure 54. Central and South America Top 5 Players Visual Novel Games Revenue (US$ Million) in 2024
Figure 55. Central and South America Visual Novel Games Revenue (US$ Million) by Type (2020-2031)
Figure 56. Central and South America Visual Novel Games Revenue (US$ Million) by Application (2020-2031)
Figure 57. Brazil Visual Novel Games Revenue (2020-2025) & (US$ Million)
Figure 58. Argentina Visual Novel Games Revenue (2020-2025) & (US$ Million)
Figure 59. Middle East and Africa Visual Novel Games Revenue YoY (2020-2031) & (US$ Million)
Figure 60. Middle East and Africa Top 5 Players Visual Novel Games Revenue (US$ Million) in 2024
Figure 61. South America Visual Novel Games Revenue (US$ Million) by Type (2020-2031)
Figure 62. Middle East and Africa Visual Novel Games Revenue (US$ Million) by Application (2020-2031)
Figure 63. GCC Countries Visual Novel Games Revenue (2020-2025) & (US$ Million)
Figure 64. Israel Visual Novel Games Revenue (2020-2025) & (US$ Million)
Figure 65. Egypt Visual Novel Games Revenue (2020-2025) & (US$ Million)
Figure 66. South Africa Visual Novel Games Revenue (2020-2025) & (US$ Million)
Figure 67. Visual Novel Games Industry Chain Mapping
Figure 68. Channels of Distribution (Direct Vs Distribution)
Figure 69. Bottom-up and Top-down Approaches for This Report
Figure 70. Data Triangulation
Figure 71. Key Executives Interviewed