
Global Visual Novel Competitive Landscape Professional Research Report 2025



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Research Summary
A visual novel is an interactive storytelling medium that combines narrative-driven gameplay with visual and audio elements, often presented in a format resembling a digital book or illustrated script. Originating in Japan, visual novels typically feature richly detailed character art, backgrounds, and dialogue, often accompanied by music, sound effects, and voice acting to enhance immersion. Players progress through the story by reading text and making choices that influence the plot, leading to multiple branching paths and endings. These games are known for their focus on character development and emotionally engaging narratives, spanning genres such as romance, mystery, science fiction, and fantasy. Visual novels are enjoyed on various platforms, including computers, consoles, and mobile devices, and have a dedicated following for their unique blend of literature, art, and interactivity.
According to DIResearch's in-depth investigation and research, the global Visual Novel market size was valued at XX Million USD in 2024 and is projected to reach XX Million USD by 2032, with a CAGR of XX% (2025-2032). Notably, the China market has changed rapidly in the past few years. By 2024, China's market size has reached XX Million USD, representing approximately XX% of the global market share. By 2032, it is anticipated to grow further to XX Million USD, contributing XX% to the worldwide market share.
The major global suppliers of Visual Novel include 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, etc. The global players competition landscape in this report is divided into three tiers. The first tier comprises global leading enterprises that command a substantial market share, hold a dominant industry position, possess strong competitiveness and influence, and generate significant revenue. The second tier includes companies with a notable market presence and reputation; these firms actively follow industry leaders in product, service, or technological innovation and maintain a moderate revenue scale. The third tier consists of smaller companies with limited market share and lower brand recognition, primarily focused on local markets and generating comparatively lower revenue.
This report studies the market size, price trends and future development prospects of Visual Novel. Focus on analysing the market share, product portfolio, prices, sales, revenue and gross profit margin of global major suppliers, as well as the market status and trends of different product types and applications in the global Visual Novel market. The report data covers historical data from 2020 to 2024, based year in 2025 and forecast data from 2026 to 2032.
The regions and countries in the report include North America, Europe, China, APAC (excl. China), Latin America and Middle East and Africa, covering the Visual Novel market conditions and future development trends of key regions and countries, combined with industry-related policies and the latest technological developments, analyze the development characteristics of Visual Novel industries in various regions and countries, help companies understand the development characteristics of each region, help companies formulate business strategies, and achieve the ultimate goal of the company's global development strategy.
The data sources of this report mainly include the National Bureau of Statistics, customs databases, industry associations, corporate financial reports, third-party databases, etc. Among them, macroeconomic data mainly comes from the National Bureau of Statistics, International Economic Research Organization; industry statistical data mainly come from industry associations; company data mainly comes from interviews, public information collection, third-party reliable databases, and price data mainly comes from various markets monitoring database.
Global Key Suppliers of Visual Novel Include:
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
Visual Novel Product Segment Include:
Romance Visual Novels
Adventure Visual Novels
Mystery Visual Novels
Others
Visual Novel Product Application Include:
Female
Male
Chapter Scope
Chapter 1: Product Research Range, Product Types and Applications, Market Overview, Market Situation and Trends
Chapter 2: Global Visual Novel Industry PESTEL Analysis
Chapter 3: Global Visual Novel Industry Porter’s Five Forces Analysis
Chapter 4: Global Visual Novel Major Regional Market Size and Forecast Analysis
Chapter 5: Global Visual Novel Market Size and Forecast by Type and Application Analysis
Chapter 6: North America Passenger Visual Novel Competitive Analysis (Market Size, Key Players and Market Share, Product Type and Application Segment Analysis, Countries Analysis)
Chapter 7: Europe Visual Novel Competitive Analysis (Market Size, Key Players and Market Share, Product Type and Application Segment Analysis, Countries Analysis)
Chapter 8: China Visual Novel Competitive Analysis (Market Size, Key Players and Market Share, Product Type and Application Segment Analysis, Countries Analysis)
Chapter 9: APAC (Excl. China) Visual Novel Competitive Analysis (Market Size, Key Players and Market Share, Product Type and Application Segment Analysis, Countries Analysis)
Chapter 10: Latin America Visual Novel Competitive Analysis (Market Size, Key Players and Market Share, Product Type and Application Segment Analysis, Countries Analysis)
Chapter 11: Middle East and Africa Visual Novel Competitive Analysis (Market Size, Key Players and Market Share, Product Type and Application Segment Analysis, Countries Analysis)
Chapter 12: Global Visual Novel Competitive Analysis of Key Suppliers (Revenue, Market Share, Regional Distribution and Industry Concentration)
Chapter 13: Key Company Profiles (Product Portfolio, Revenue and Gross Margin)
Chapter 14: Industrial Chain Analysis, Include Raw Material Suppliers, Distributors and Customers
Chapter 15: Research Findings and Conclusion
Chapter 16: Methodology and Data Sources
Table of Contents
1 Visual Novel Market Overview
1.1 Product Definition and Statistical Scope
1.2 Visual Novel Product by Type
1.2.1 Romance Visual Novels
1.2.2 Adventure Visual Novels
1.2.3 Mystery Visual Novels
1.2.4 Others
1.3 Visual Novel Product by Application
1.3.1 Female
1.3.2 Male
1.4 Global Visual Novel Market Size Analysis (2020-2032)
1.5 Visual Novel Market Development Status and Trends
1.5.1 Visual Novel Industry Development Status Analysis
1.5.2 Visual Novel Industry Development Trends Analysis
2 Visual Novel Market PESTEL Analysis
2.1 Political Factors Analysis
2.2 Economic Factors Analysis
2.3 Social Factors Analysis
2.4 Technological Factors Analysis
2.5 Environmental Factors Analysis
2.6 Legal Factors Analysis
3 Visual Novel Market Porter's Five Forces Analysis
3.1 Competitive Rivalry
3.2 Threat of New Entrants
3.3 Bargaining Power of Suppliers
3.4 Bargaining Power of Buyers
3.5 Threat of Substitutes
4 Global Visual Novel Market Analysis by Regions
4.1 Global Visual Novel Overall Market: 2024 VS 2025 VS 2032
4.2 Global Visual Novel Revenue and Forecast Analysis (2020-2032)
4.2.1 Global Visual Novel Revenue and Market Share by Region (2020-2025)
4.2.2 Global Visual Novel Revenue Forecast by Region (2026-2032)
5 Global Visual Novel Market Size by Type and Application
5.1 Global Visual Novel Market Size by Type (2020-2032)
5.2 Global Visual Novel Market Size by Application (2020-2032)
6 North America
6.1 North America Visual Novel Market Size and Growth Rate Analysis (2020-2032)
6.2 North America Key Suppliers Analysis
6.3 North America Visual Novel Market Size by Type
6.4 North America Visual Novel Market Size by Application
6.5 North America Visual Novel Market Size by Country
6.5.1 US
6.5.2 Canada
7 Europe
7.1 Europe Visual Novel Market Size and Growth Rate Analysis (2020-2032)
7.2 Europe Key Suppliers Analysis
7.3 Europe Visual Novel Market Size by Type
7.4 Europe Visual Novel Market Size by Application
7.5 Europe Visual Novel Market Size by Country
7.5.1 Germany
7.5.2 France
7.5.3 United Kingdom
7.5.4 Italy
7.5.5 Spain
7.5.6 Benelux
8 China
8.1 China Visual Novel Market Size and Growth Rate Analysis (2020-2032)
8.2 China Key Suppliers Analysis
8.3 China Visual Novel Market Size by Type
8.4 China Visual Novel Market Size by Application
9 APAC (excl. China)
9.1 APAC (excl. China) Visual Novel Market Size and Growth Rate Analysis (2020-2032)
9.2 APAC (excl. China) Key Suppliers Analysis
9.3 APAC (excl. China) Visual Novel Market Size by Type
9.4 APAC (excl. China) Visual Novel Market Size by Application
9.5 APAC (excl. China) Visual Novel Market Size by Country
9.5.1 Japan
9.5.2 South Korea
9.5.3 India
9.5.4 Australia
9.5.5 Southeast Asia
10 Latin America
10.1 Latin America Visual Novel Market Size and Growth Rate Analysis (2020-2032)
10.2 Latin America Key Suppliers Analysis
10.3 Latin America Visual Novel Market Size by Type
10.4 Latin America Visual Novel Market Size by Application
10.5 Latin America Visual Novel Market Size by Country
10.5.1 Mexico
10.5.2 Brazil
11 Middle East & Africa
11.1 Middle East & Africa Visual Novel Market Size and Growth Rate Analysis (2020-2032)
11.2 Middle East & Africa Key Suppliers Analysis
11.3 Middle East & Africa Visual Novel Market Size by Type
11.4 Middle East & Africa Visual Novel Market Size by Application
11.5 Middle East & Africa Visual Novel Market Size by Country
11.5.1 Saudi Arabia
11.5.2 South Africa
12 Competition by Suppliers
12.1 Global Visual Novel Market Revenue by Key Suppliers (2021-2025)
12.2 Visual Novel Competitive Landscape Analysis and Market Dynamic
12.2.1 Visual Novel Competitive Landscape Analysis
12.2.2 Global Key Suppliers Headquarter Location and Key Area Sales
12.2.3 Market Dynamic
13 Key Companies Analysis
13.1 SEGA
13.1.1 SEGA Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)
13.1.2 SEGA Visual Novel Product Portfolio
13.1.3 SEGA Visual Novel Market Data Analysis (Revenue, Gross Margin and Market Share) (2021-2025)
13.2 Capcom (Ace Attorney)
13.2.1 Capcom (Ace Attorney) Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)
13.2.2 Capcom (Ace Attorney) Visual Novel Product Portfolio
13.2.3 Capcom (Ace Attorney) Visual Novel Market Data Analysis (Revenue, Gross Margin and Market Share) (2021-2025)
13.3 ZA/UM Studio
13.3.1 ZA/UM Studio Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)
13.3.2 ZA/UM Studio Visual Novel Product Portfolio
13.3.3 ZA/UM Studio Visual Novel Market Data Analysis (Revenue, Gross Margin and Market Share) (2021-2025)
13.4 Nitroplus
13.4.1 Nitroplus Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)
13.4.2 Nitroplus Visual Novel Product Portfolio
13.4.3 Nitroplus Visual Novel Market Data Analysis (Revenue, Gross Margin and Market Share) (2021-2025)
13.5 Spike Chunsoft
13.5.1 Spike Chunsoft Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)
13.5.2 Spike Chunsoft Visual Novel Product Portfolio
13.5.3 Spike Chunsoft Visual Novel Market Data Analysis (Revenue, Gross Margin and Market Share) (2021-2025)
13.6 Frontwing
13.6.1 Frontwing Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)
13.6.2 Frontwing Visual Novel Product Portfolio
13.6.3 Frontwing Visual Novel Market Data Analysis (Revenue, Gross Margin and Market Share) (2021-2025)
13.7 Purple Software
13.7.1 Purple Software Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)
13.7.2 Purple Software Visual Novel Product Portfolio
13.7.3 Purple Software Visual Novel Market Data Analysis (Revenue, Gross Margin and Market Share) (2021-2025)
13.8 ProjectMoon
13.8.1 ProjectMoon Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)
13.8.2 ProjectMoon Visual Novel Product Portfolio
13.8.3 ProjectMoon Visual Novel Market Data Analysis (Revenue, Gross Margin and Market Share) (2021-2025)
13.9 Aquaplus
13.9.1 Aquaplus Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)
13.9.2 Aquaplus Visual Novel Product Portfolio
13.9.3 Aquaplus Visual Novel Market Data Analysis (Revenue, Gross Margin and Market Share) (2021-2025)
13.10 Regista
13.10.1 Regista Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)
13.10.2 Regista Visual Novel Product Portfolio
13.10.3 Regista Visual Novel Market Data Analysis (Revenue, Gross Margin and Market Share) (2021-2025)
13.11 Nippon Ichi Software
13.11.1 Nippon Ichi Software Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)
13.11.2 Nippon Ichi Software Visual Novel Product Portfolio
13.11.3 Nippon Ichi Software Visual Novel Market Data Analysis (Revenue, Gross Margin and Market Share) (2021-2025)
13.12 Idea Factory
13.12.1 Idea Factory Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)
13.12.2 Idea Factory Visual Novel Product Portfolio
13.12.3 Idea Factory Visual Novel Market Data Analysis (Revenue, Gross Margin and Market Share) (2021-2025)
13.13 Bandai Namco
13.13.1 Bandai Namco Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)
13.13.2 Bandai Namco Visual Novel Product Portfolio
13.13.3 Bandai Namco Visual Novel Market Data Analysis (Revenue, Gross Margin and Market Share) (2021-2025)
13.14 SIGONO
13.14.1 SIGONO Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)
13.14.2 SIGONO Visual Novel Product Portfolio
13.14.3 SIGONO Visual Novel Market Data Analysis (Revenue, Gross Margin and Market Share) (2021-2025)
13.15 Tencent (Visual Arts)
13.15.1 Tencent (Visual Arts) Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)
13.15.2 Tencent (Visual Arts) Visual Novel Product Portfolio
13.15.3 Tencent (Visual Arts) Visual Novel Market Data Analysis (Revenue, Gross Margin and Market Share) (2021-2025)
13.16 07th Expansion
13.16.1 07th Expansion Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)
13.16.2 07th Expansion Visual Novel Product Portfolio
13.16.3 07th Expansion Visual Novel Market Data Analysis (Revenue, Gross Margin and Market Share) (2021-2025)
14 Industry Chain Analysis
14.1 Visual Novel Industry Chain Analysis
14.2 Visual Novel Typical Downstream Customers
14.3 Visual Novel Sales Channel Analysis
15 Research Findings and Conclusion
16 Methodology and Data Source
16.1 Methodology/Research Approach
16.2 Research Scope
16.3 Benchmarks and Assumptions
16.4 Date Source
16.4.1 Primary Sources
16.4.2 Secondary Sources
16.5 Data Cross Validation
16.6 Disclaimer
Table 1: Global Visual Novel Market Size Growth Rate by Type, 2024 VS 2025 VS 2032 (US$ Million)
Table 2: Global Visual Novel Market Size Growth Rate by Application, 2024 VS 2025 VS 2032 (US$ Million)
Table 3: Visual Novel Industry Development Status
Table 4: Visual Novel Industry Development Trends
Table 5: Global Visual Novel Market Size by Region in US$ Million: 2024 VS 2025 VS 2032
Table 6: Global Visual Novel Revenue by Region (2020-2025) & (US$ Million)
Table 7: Global Visual Novel Revenue Market Share by Region (2020-2025)
Table 8: Global Visual Novel Revenue Forecast by Region (2026-2032) & (US$ Million)
Table 9: Global Visual Novel Revenue Market Share Forecast by Region (2026-2032)
Table 10: Global Visual Novel Revenue Analysis by Type (2020-2025) & (US$ Million)
Table 11: Global Visual Novel Revenue Analysis Forecast by Type (2026-2032) & (US$ Million)
Table 12: Global Visual Novel Revenue Analysis by Application (2020-2025) & (US$ Million)
Table 13: Global Visual Novel Revenue Analysis Forecast by Application (2026-2032) & (US$ Million)
Table 14: Key Visual Novel Players in North America
Table 15: North America Visual Novel Revenue by Type (2020-2025) & (US$ Million)
Table 16: North America Visual Novel Revenue by Type (2026-2032) & (US$ Million)
Table 17: North America Visual Novel Revenue by Application (2020-2025) & (US$ Million)
Table 18: North America Visual Novel Revenue by Application (2026-2032) & (US$ Million)
Table 19: North America Visual Novel Revenue Market Size by Country (2020-2025) & (US$ Million)
Table 20: North America Visual Novel Revenue Market Size by Country (2026-2032) & (US$ Million)
Table 21: Key Visual Novel Players in Europe
Table 22: Europe Visual Novel Revenue by Type (2020-2025) & (US$ Million)
Table 23: Europe Visual Novel Revenue by Type (2026-2032) & (US$ Million)
Table 24: Europe Visual Novel Revenue by Application (2020-2025) & (US$ Million)
Table 25: Europe Visual Novel Revenue by Application (2026-2032) & (US$ Million)
Table 26: Europe Visual Novel Revenue Market Size by Country (2020-2025) & (US$ Million)
Table 27: Europe Visual Novel Revenue Market Size by Country (2026-2032) & (US$ Million)
Table 28: Key Visual Novel Players in China
Table 29: China Visual Novel Revenue by Type (2020-2025) & (US$ Million)
Table 30: China Visual Novel Revenue by Type (2026-2032) & (US$ Million)
Table 31: China Visual Novel Revenue by Application (2020-2025) & (US$ Million)
Table 32: China Visual Novel Revenue by Application (2026-2032) & (US$ Million)
Table 33: Key Visual Novel Players in APAC (excl. China)
Table 34: APAC (excl. China) Visual Novel Revenue by Type (2020-2025) & (US$ Million)
Table 35: APAC (excl. China) Visual Novel Revenue by Type (2026-2032) & (US$ Million)
Table 36: APAC (excl. China) Visual Novel Revenue by Application (2020-2025) & (US$ Million)
Table 37: APAC (excl. China) Visual Novel Revenue by Application (2026-2032) & (US$ Million)
Table 38: APAC (excl. China) Visual Novel Revenue Market Size by Country (2020-2025) & (US$ Million)
Table 39: APAC (excl. China) Visual Novel Revenue Market Size by Country (2026-2032) & (US$ Million)
Table 40: Key Visual Novel Players in Latin America
Table 41: Latin America Visual Novel Revenue by Type (2020-2025) & (US$ Million)
Table 42: Latin America Visual Novel Revenue by Type (2026-2032) & (US$ Million)
Table 43: Latin America Visual Novel Revenue by Application (2020-2025) & (US$ Million)
Table 44: Latin America Visual Novel Revenue by Application (2026-2032) & (US$ Million)
Table 45: Latin America Visual Novel Revenue Market Size by Country (2020-2025) & (US$ Million)
Table 46: Latin America Visual Novel Revenue Market Size by Country (2026-2032) & (US$ Million)
Table 47: Key Visual Novel Players in Middle East & Africa
Table 48: Middle East & Africa Visual Novel Revenue by Type (2020-2025) & (US$ Million)
Table 49: Middle East & Africa Visual Novel Revenue by Type (2026-2032) & (US$ Million)
Table 50: Middle East & Africa Visual Novel Revenue by Application (2020-2025) & (US$ Million)
Table 51: Middle East & Africa Visual Novel Revenue by Application (2026-2032) & (US$ Million)
Table 52: Middle East & Africa Visual Novel Revenue Market Size by Country (2020-2025) & (US$ Million)
Table 53: Middle East & Africa Visual Novel Revenue Market Size by Country (2026-2032) & (US$ Million)
Table 54: Global Visual Novel Market Revenue by Key Suppliers (2021-2025) & (US$ Million)
Table 55: Global Visual Novel Revenue Market Share by Key Suppliers (2021-2025)
Table 56: Global Key Suppliers Headquarter Location and Key Area Sales
Table 57: Market Mergers & Acquisitions, Expansion
Table 58: SEGA Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)
Table 59: SEGA Visual Novel Product Portfolio
Table 60: SEGA Visual Novel Revenue (US$ Million), Gross Margin and Market Share (2021-2025)
Table 61: Capcom (Ace Attorney) Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)
Table 62: Capcom (Ace Attorney) Visual Novel Product Portfolio
Table 63: Capcom (Ace Attorney) Visual Novel Revenue (US$ Million), Gross Margin and Market Share (2021-2025)
Table 64: ZA/UM Studio Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)
Table 65: ZA/UM Studio Visual Novel Product Portfolio
Table 66: ZA/UM Studio Visual Novel Revenue (US$ Million), Gross Margin and Market Share (2021-2025)
Table 67: Nitroplus Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)
Table 68: Nitroplus Visual Novel Product Portfolio
Table 69: Nitroplus Visual Novel Revenue (US$ Million), Gross Margin and Market Share (2021-2025)
Table 70: Spike Chunsoft Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)
Table 71: Spike Chunsoft Visual Novel Product Portfolio
Table 72: Spike Chunsoft Visual Novel Revenue (US$ Million), Gross Margin and Market Share (2021-2025)
Table 73: Frontwing Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)
Table 74: Frontwing Visual Novel Product Portfolio
Table 75: Frontwing Visual Novel Revenue (US$ Million), Gross Margin and Market Share (2021-2025)
Table 76: Purple Software Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)
Table 77: Purple Software Visual Novel Product Portfolio
Table 78: Purple Software Visual Novel Revenue (US$ Million), Gross Margin and Market Share (2021-2025)
Table 79: ProjectMoon Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)
Table 80: ProjectMoon Visual Novel Product Portfolio
Table 81: ProjectMoon Visual Novel Revenue (US$ Million), Gross Margin and Market Share (2021-2025)
Table 82: Aquaplus Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)
Table 83: Aquaplus Visual Novel Product Portfolio
Table 84: Aquaplus Visual Novel Revenue (US$ Million), Gross Margin and Market Share (2021-2025)
Table 85: Regista Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)
Table 86: Regista Visual Novel Product Portfolio
Table 87: Regista Visual Novel Revenue (US$ Million), Gross Margin and Market Share (2021-2025)
Table 88: Nippon Ichi Software Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)
Table 89: Nippon Ichi Software Visual Novel Product Portfolio
Table 90: Nippon Ichi Software Visual Novel Revenue (US$ Million), Gross Margin and Market Share (2021-2025)
Table 91: Idea Factory Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)
Table 92: Idea Factory Visual Novel Product Portfolio
Table 93: Idea Factory Visual Novel Revenue (US$ Million), Gross Margin and Market Share (2021-2025)
Table 94: Bandai Namco Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)
Table 95: Bandai Namco Visual Novel Product Portfolio
Table 96: Bandai Namco Visual Novel Revenue (US$ Million), Gross Margin and Market Share (2021-2025)
Table 97: SIGONO Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)
Table 98: SIGONO Visual Novel Product Portfolio
Table 99: SIGONO Visual Novel Revenue (US$ Million), Gross Margin and Market Share (2021-2025)
Table 100: Tencent (Visual Arts) Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)
Table 101: Tencent (Visual Arts) Visual Novel Product Portfolio
Table 102: Tencent (Visual Arts) Visual Novel Revenue (US$ Million), Gross Margin and Market Share (2021-2025)
Table 103: 07th Expansion Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)
Table 104: 07th Expansion Visual Novel Product Portfolio
Table 105: 07th Expansion Visual Novel Revenue (US$ Million), Gross Margin and Market Share (2021-2025)
Table 106: Visual Novel Typical Customer List
Table 107: Visual Novel Distributors List
Figure 1: Visual Novel Product Pictures
Figure 2: Romance Visual Novels Picture Scope
Figure 3: Adventure Visual Novels Picture Scope
Figure 4: Mystery Visual Novels Picture Scope
Figure 5: Others Picture Scope
Figure 6: Female Picture Scope
Figure 7: Male Picture Scope
Figure 8: Global Visual Novel Market Size Analysis: 2024 VS 2025 VS 2032 (US$ Million)
Figure 9: Global Visual Novel Market Revenue and Growth Rate Analysis: (2020-2032) & (US$ Million)
Figure 10: Global Visual Novel Market Size by Region (2020-2032) & (US$ Million)
Figure 11: Global Visual Novel Market Share Scenario by Region in Percentage: 2025 Versus 2032
Figure 12: North America Visual Novel Market Size and Growth Rate (2020-2032) & (US$ Million)
Figure 13: North America Visual Novel Market Share by Players in 2024
Figure 14: North America Visual Novel Revenue Market Share by Type (2020-2032)
Figure 15: North America Visual Novel Revenue Market Share by Application (2020-2032)
Figure 16: US Visual Novel Revenue (2020-2032) & (US$ Million)
Figure 17: Canada Visual Novel Revenue (2020-2032) & (US$ Million)
Figure 18: Europe Visual Novel Market Size and Growth Rate (2020-2032) & (US$ Million)
Figure 19: Europe Visual Novel Market Share by Players in 2024
Figure 20: Europe Visual Novel Revenue Market Share by Type (2020-2032)
Figure 21: Europe Visual Novel Revenue Market Share by Application (2020-2032)
Figure 22: Germany Visual Novel Revenue (2020-2032) & (US$ Million)
Figure 23: France Visual Novel Revenue (2020-2032) & (US$ Million)
Figure 24: United Kingdom Visual Novel Revenue (2020-2032) & (US$ Million)
Figure 25: Italy Visual Novel Revenue (2020-2032) & (US$ Million)
Figure 26: Spain Visual Novel Revenue (2020-2032) & (US$ Million)
Figure 27: Benelux Visual Novel Revenue (2020-2032) & (US$ Million)
Figure 28: China Visual Novel Market Size and Growth Rate (2020-2032) & (US$ Million)
Figure 29: China Visual Novel Market Share by Players in 2024
Figure 30: China Visual Novel Revenue Market Share by Type (2020-2032)
Figure 31: China Visual Novel Revenue Market Share by Application (2020-2032)
Figure 32: APAC (excl. China) Visual Novel Market Size and Growth Rate (2020-2032) & (US$ Million)
Figure 33: APAC (excl. China) Visual Novel Market Share by Players in 2024
Figure 34: APAC (excl. China) Visual Novel Revenue Market Share by Type (2020-2032)
Figure 35: APAC (excl. China) Visual Novel Revenue Market Share by Application (2020-2032)
Figure 36: Japan Visual Novel Revenue (2020-2032) & (US$ Million)
Figure 37: South Korea Visual Novel Revenue (2020-2032) & (US$ Million)
Figure 38: India Visual Novel Revenue (2020-2032) & (US$ Million)
Figure 39: Australia Visual Novel Revenue (2020-2032) & (US$ Million)
Figure 40: Southeast Asia Visual Novel Revenue (2020-2032) & (US$ Million)
Figure 41: Latin America Visual Novel Market Size and Growth Rate (2020-2032) & (US$ Million)
Figure 42: Latin America Visual Novel Market Share by Players in 2024
Figure 43: Latin America Visual Novel Revenue Market Share by Type (2020-2032)
Figure 44: Latin America Visual Novel Revenue Market Share by Application (2020-2032)
Figure 45: Mexico Visual Novel Revenue (2020-2032) & (US$ Million)
Figure 46: Brazil Visual Novel Revenue (2020-2032) & (US$ Million)
Figure 47: Middle East & Africa Visual Novel Market Size and Growth Rate (2020-2032) & (US$ Million)
Figure 48: Middle East & Africa Visual Novel Market Share by Players in 2024
Figure 49: Middle East & Africa Visual Novel Revenue Market Share by Type (2020-2032)
Figure 50: Middle East & Africa Visual Novel Revenue Market Share by Application (2020-2032)
Figure 51: Saudi Arabia Visual Novel Revenue (2020-2032) & (US$ Million)
Figure 52: South Africa Visual Novel Revenue (2020-2032) & (US$ Million)
Figure 53: Global Visual Novel Revenue Market Share by Key Suppliers in 2024
Figure 54: Global Visual Novel Industry Competition Landscape
Figure 55: Visual Novel Industry Chain Analysis
Figure 56: Bottom-Up and Top-Down Research Methods
Figure 57: Key Interview Objectives
Figure 58: Data Cross Validation
Global Visual Novel Revenue and Market Share by Player
Revenue (US$ Million) | 2020 | 2021 | 2022 | 2023 | 2024 |
SEGA | XX | XX | XX | XX | XX |
Capcom (Ace Attorney) | XX | XX | XX | XX | XX |
ZA/UM Studio | XX | XX | XX | XX | XX |
Nitroplus | XX | XX | XX | XX | XX |
Spike Chunsoft | XX | XX | XX | XX | XX |
Frontwing | XX | XX | XX | XX | XX |
Purple Software | XX | XX | XX | XX | XX |
ProjectMoon | XX | XX | XX | XX | XX |
Aquaplus | XX | XX | XX | XX | XX |
Regista | XX | XX | XX | XX | XX |
Nippon Ichi Software | XX | XX | XX | XX | XX |
Idea Factory | XX | XX | XX | XX | XX |
Bandai Namco | XX | XX | XX | XX | XX |
SIGONO | XX | XX | XX | XX | XX |
Tencent (Visual Arts) | XX | XX | XX | XX | XX |
07th Expansion | XX | XX | XX | XX | XX |
Other Companies | XX | XX | XX | XX | XX |
Total | XX | XX | XX | XX | XX |
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1. One on one business specialist will send the complete version of the sample
2. If you need to customize the report, professional analysts will be arranged to communicate with you one-on-one and provide you with customized samples
Payment
1. Both parties sign a report purchase contract
2. Support Paypal, Visa, UnionPay and MasterCard Payment
Delivery
1. PDF report (sent online 2-3 working days after payment)
2. WORD version report (sent online 2-3 working days after payment)
3. Paper version report (sent via EMS or DHL within 3-5 working days after payment)
After-Sales
Within six months of purchasing the report, if you have any questions about the details of our report, you can contact the report analyst at any time. The analyst will continue to follow up and solve your problem until you are satisfied
