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世界のビジュアルノベル市場調査レポート 2024年


Global Visual Novel Market Research Report 2024

世界のビジュアルノベル市場は、2023年に2億6,373万米ドルと評価され、2024年から2030年の予測期間中に10.51%のCAGRを目撃し、2030年には6億2,024万米ドルに達すると予測されている。 ビジュアルノベルの北米市... もっと見る

 

 

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QYResearch
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2024年5月10日 US$2,900
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英語

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実際のレポートは英文のみでご納品いたします。


 

サマリー

世界のビジュアルノベル市場は、2023年に2億6,373万米ドルと評価され、2024年から2030年の予測期間中に10.51%のCAGRを目撃し、2030年には6億2,024万米ドルに達すると予測されている。
ビジュアルノベルの北米市場は、2023年の4,861万ドルから2024年から2030年の予測期間中に8.84%のCAGRで、2030年には1億539万ドルに達すると推定される。
ビジュアルノベルのアジア太平洋市場は、2024年から2030年の予測期間中に12.26%のCAGRで、2023年に1億4,445万ドルから増加し、2030年には3億8,379万ドルに達すると推定される。
女性向けビジュアルノベルのヨーロッパ市場は、2023年の4,698万ドルから2024年から2030年の予測期間中に7.89%のCAGRで、2030年までに9,446万ドルに増加すると推定される。

ビジュアルノベルの主なグローバル企業には、セガ、カプコン(逆転裁判)、ZA/UMスタジオ、ニトロプラス、スパイク・チュンソフト、フロントウイング、パープルソフトウェア、ProjectMoon、アクアプラスなどが含まれる。2023年には、世界のトップ3ベンダーが売上高の約21.69%を占めている。
本レポートは、ビジュアルノベルの世界市場を定量的・定性的分析の両面から包括的に紹介し、読者がビジネス/成長戦略を策定し、市場競争状況を評価し、現在の市場における自社のポジションを分析し、ビジュアルノベルに関する十分な情報に基づいたビジネス上の意思決定を行えるようにすることを目的としています。

ビジュアルノベルの市場規模、推計、予測は、2023年を基準年として、2019年から2030年までの期間の履歴データと予測データを考慮し、収益(百万ドル)の単位で提供します。本レポートでは、世界のビジュアルノベル市場を包括的に区分しています。製品タイプ別、用途別、プレイヤー別の地域別市場規模も掲載しています。
市場のより詳細な理解のために、競合状況、主要競合企業のプロフィール、それぞれの市場ランクを掲載しています。また、技術動向や新製品開発についても論じています。
本レポートは、この市場におけるビジュアルノベル企業、新規参入企業、産業チェーン関連企業にとって、市場全体と、企業別、タイプ別、用途別、地域別など、さまざまなセグメントにわたるサブセグメントの収益に関する情報を提供します。

市場区分
企業別
セガ
カプコン(逆転裁判)
ZA/UMスタジオ
ニトロプラス
スパイク・チュンソフト
フロントウイング
パープルソフトウェア
プロジェクトムーン
アクアプラス
レジスタ
日本一ソフトウェア
アイディアファクトリー
バンダイナムコ
シゴノ
テンセント(ビジュアルアーツ)
第07回 エキスパンション

タイプ別セグメント
ロマンスゲーム
アドベンチャーゲーム
ミステリーゲーム
その他

用途別セグメント
女性
男性

地域別
北米
アメリカ
カナダ

アジア太平洋
中国
日本
韓国
東南アジア
インド
オーストラリア
その他のアジア

ヨーロッパ
ドイツ
フランス
英国
イタリア
オランダ
その他のヨーロッパ

ラテンアメリカ
メキシコ
ブラジル
その他のラテンアメリカ

中東・アフリカ
中東
アフリカ

各章の概要
第1章: レポートの対象範囲、市場セグメント別(タイプ別、用途別など)の概要、各市場セグメントの市場規模、今後の発展可能性などを紹介。市場の現状と、短期・中期・長期的な展開の可能性について、ハイレベルな見解を提供しています。
第2章:世界市場規模、地域市場規模のエグゼクティブサマリーを紹介し、市場ダイナミクス、市場の最新動向、市場の推進要因と制限要因、業界企業が直面する課題とリスク、業界の関連政策の分析も紹介します。
第3章:ビジュアルノベル企業の競争環境、収益市場シェア、最新の開発計画、合併・買収情報などを詳細に分析。
第4章:各種市場セグメントをタイプ別に分析し、各市場セグメントの市場規模と発展可能性を網羅し、読者が各市場セグメントのブルーオーシャン市場を見つけやすくする。
第5章:アプリケーション別の様々な市場セグメントの分析を提供し、各市場セグメントの市場規模と発展可能性をカバーし、読者が異なる下流市場のブルーオーシャン市場を見つけるのに役立ちます。
第6、7、8、9、10章:北米、ヨーロッパ、アジア太平洋、ラテンアメリカ、中東、アフリカの国別セグメント。各地域とその主要国の市場規模と発展の可能性を定量的に分析し、世界各国の市場発展、将来の発展見通し、市場スペース、生産能力などを紹介している。
第11章、第12章:主要企業のプロフィールを提供し、収益、粗利益率、製品紹介など、市場における主要企業の基本状況を詳しく紹介する。
第13章:レポートの要点と結論。

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目次

1 Report Overview 1
1.1 Study Scope 1
1.2 Market Analysis by Type 2
1.2.1 Global Visual Novel Market Size Growth Rate by Type: 2019 VS 2023 VS 2030 2
1.2.2 Romance Games 4
1.2.3 Adventure Games 5
1.2.4 Mystery Games 7
1.2.5 Others 8
1.3 Market by Application 9
1.3.1 Global Visual Novel Market Growth by Application: 2019 VS 2023 VS 2030 9
1.3.2 Female 10
1.3.3 Male 11
1.4 Assumptions and Limitations 12
1.5 Study Objectives 13
1.6 Years Considered 14
2 Global Growth Trends 15
2.1 Global Visual Novel Market Perspective (2019-2030) 15
2.2 Global Visual Novel Reading Platforms Market Perspective (2019-2030) 16
2.3 Global Visual Novel Growth Trends by Region 18
2.3.1 Global Visual Novel Market Size by Region: 2019 VS 2023 VS 2030 18
2.3.2 Visual Novel Historic Market Size by Region (2019-2024) 19
2.3.3 Visual Novel Forecasted Market Size by Region (2025-2030) 20
2.4 Visual Novel Market Dynamics 20
2.4.1 Visual Novel Industry Trends 20
2.4.2 Visual Novel Market Drivers 21
2.4.3 Visual Novel Market Challenges 22
2.4.4 Visual Novel Market Restraints 22
3 Competition Landscape by Key Players 23
3.1 Global Top Visual Novel Players by Revenue 23
3.1.1 Global Top Visual Novel Players by Revenue (2019-2024) 23
3.1.2 Global Visual Novel Revenue Market Share by Players (2019-2024) 24
3.2 Global Visual Novel Market Share by Company Type (Tier 1, Tier 2, and Tier 3) 25
3.3 Global Key Players Ranking by Visual Novel Revenue 27
3.4 Global Visual Novel Market Concentration Ratio 28
3.4.1 Global Visual Novel Market Concentration Ratio (CR5 and HHI) 28
3.4.2 Global Top 10 and Top 5 Companies by Visual Novel Revenue in 2023 29
3.5 Global Key Players of Visual Novel Head office and Area Served 29
3.6 Global Key Players of Visual Novel, Product Type 30
3.7 Global Key Players of Visual Novel, Date of Enter into This Industry 30
3.8 Mergers & Acquisitions, Expansion Plans 32
4 Visual Novel Breakdown Data by Type 33
4.1 Global Visual Novel Historic Market Size by Type (2019-2024) 33
4.2 Global Visual Novel Forecasted Market Size by Type (2025-2030) 33
5 Visual Novel Breakdown Data by Application 35
5.1 Global Visual Novel Historic Market Size by Application (2019-2024) 35
5.2 Global Visual Novel Forecasted Market Size by Application (2025-2030) 35
6 North America 37
6.1 North America Visual Novel Market Size (2019-2030) 37
6.2 North America Visual Novel Market Growth Rate by Country: 2019 VS 2023 VS 2030 37
6.3 North America Visual Novel Market Size by Country (2019-2024) 38
6.4 North America Visual Novel Market Size by Country (2025-2030) 38
6.5 United States 39
6.6 Canada 39
7 Europe 40
7.1 Europe Visual Novel Market Size (2019-2030) 40
7.2 Europe Visual Novel Market Growth Rate by Country: 2019 VS 2023 VS 2030 40
7.3 Europe Visual Novel Market Size by Country (2019-2024) 41
7.4 Europe Visual Novel Market Size by Country (2025-2030) 41
7.5 Germany 42
7.6 France 42
7.7 U.K. 43
7.8 Italy 43
7.9 Netherlands 44
8 Asia-Pacific 45
8.1 Asia-Pacific Visual Novel Market Size (2019-2030) 45
8.2 Asia-Pacific Visual Novel Market Growth Rate by Country: 2019 VS 2023 VS 2030 45
8.3 Asia-Pacific Visual Novel Market Size by Region (2019-2024) 46
8.4 Asia-Pacific Visual Novel Market Size by Region (2025-2030) 46
8.5 China 47
8.6 Japan 47
8.7 South Korea 48
8.8 Southeast Asia 48
8.9 India 49
8.10 Australia 49
9 Latin America 50
9.1 Latin America Visual Novel Market Size (2019-2030) 50
9.2 Latin America Visual Novel Market Growth Rate by Country: 2019 VS 2023 VS 2030 50
9.3 Latin America Visual Novel Market Size by Country (2019-2024) 51
9.4 Latin America Visual Novel Market Size by Country (2025-2030) 51
9.5 Mexico 52
9.6 Brazil 52
10 Middle East & Africa 53
10.1 Middle East & Africa Visual Novel Market Size (2019-2030) 53
10.2 Middle East & Africa Visual Novel Market Growth Rate by Country: 2019 VS 2023 VS 2030 53
10.3 Middle East & Africa Visual Novel Market Size by Country (2019-2024) 54
10.4 Middle East & Africa Visual Novel Market Size by Country (2025-2030) 54
10.5 Middle East 55
10.6 Africa 55
11 Key Players Profiles of Visual Novel Developer 56
11.1 SEGA 56
11.1.1 SEGA Company Details 56
11.1.2 SEGA Business Overview 56
11.1.3 SEGA Visual Novel Introduction 57
11.1.4 SEGA Revenue in Visual Novel Business (2019-2024) 58
11.1.5 SEGA Recent Development 58
11.2 Capcom (Ace Attorney) 58
11.2.1 Capcom (Ace Attorney) Company Details 58
11.2.2 Capcom (Ace Attorney) Business Overview 59
11.2.3 Capcom (Ace Attorney) Visual Novel Introduction 60
11.2.4 Capcom (Ace Attorney) Revenue in Visual Novel Business (2019-2024) 61
11.2.5 Capcom (Ace Attorney) Recent Development 61
11.3 ZA/UM Studio 61
11.3.1 ZA/UM Studio Company Details 61
11.3.2 ZA/UM Business Overview 62
11.3.3 ZA/UM Visual Novel Introduction 62
11.3.4 ZA/UM Revenue in Visual Novel Business (2019-2024) 63
11.4 Nitroplus 63
11.4.1 Nitroplus Company Details 63
11.4.2 Nitroplus Business Overview 64
11.4.3 Nitroplus Visual Novel Introduction 64
11.4.4 Nitroplus Revenue in Visual Novel Business (2019-2024) 65
11.5 Spike Chunsoft 65
11.5.1 Spike Chunsoft Company Details 65
11.5.2 Spike Chunsoft Business Overview 66
11.5.3 Spike Chunsoft Visual Novel Introduction 66
11.5.4 Spike Chunsoft Revenue in Visual Novel Business (2019-2024) 68
11.5.5 Spike Chunsoft Recent Development 68
11.6 Frontwing 69
11.6.1 Frontwing Company Details 69
11.6.2 Frontwing Business Overview 69
11.6.3 Frontwing Visual Novel Introduction 70
11.6.4 Frontwing Revenue in Visual Novel Business (2019-2024) 71
11.6.5 Frontwing Recent Development 71
11.7 Purple Software 71
11.7.1 Purple Software Company Details 71
11.7.2 Purple Software Business Overview 72
11.7.3 Purple Software Visual Novel Introduction 72
11.7.4 Purple Software Revenue in Visual Novel Business (2019-2024) 74
11.8 ProjectMoon 74
11.8.1 ProjectMoon Company Details 74
11.8.2 ProjectMoon Business Overview 74
11.8.3 ProjectMoon Visual Novel Introduction 75
11.8.4 ProjectMoon Revenue in Visual Novel Business (2019-2024) 76
11.9 Aquaplus 76
11.9.1 Aquaplus Company Details 76
11.9.2 Aquaplus Business Overview 76
11.9.3 Aquaplus Visual Novel Introduction 77
11.9.4 Aquaplus Revenue in Visual Novel Business (2019-2024) 78
11.10 Regista 78
11.10.1 Regista Company Details 78
11.10.2 Regista Business Overview 78
11.10.3 Regista Visual Novel Introduction 79
11.10.4 Regista Revenue in Visual Novel Business (2019-2024) 80
11.10.5 Regista Recent Development 80
11.11 Nippon Ichi Software 80
11.11.1 Nippon Ichi Software Company Details 80
11.11.2 Nippon Ichi Software Business Overview 81
11.11.3 Nippon Ichi Software Visual Novel Introduction 81
11.11.4 Nippon Ichi Software Revenue in Visual Novel Business (2019-2024) 82
11.11.5 Nippon Ichi Software Recent Development 82
11.12 Idea Factory 83
11.12.1 Idea Factory Company Details 83
11.12.2 Idea Factory Business Overview 83
11.12.3 Idea Factory Visual Novel Introduction 84
11.12.4 Idea Factory Revenue in Visual Novel Business (2019-2024) 85
11.12.5 Idea Factory Recent Development 85
11.13 Bandai Namco 86
11.13.1 Bandai Namco Company Details 86
11.13.2 Bandai Namco Business Overview 86
11.13.3 Bandai Namco Visual Novel Introduction 87
11.13.4 Bandai Namco Revenue in Visual Novel Business (2019-2024) 88
11.13.5 Bandai Namco Recent Development 88
11.14 SIGONO 89
11.14.1 SIGONO Company Details 89
11.14.2 SIGONO Business Overview 89
11.14.3 SIGONO Visual Novel Introduction 90
11.14.4 SIGONO Revenue in Visual Novel Business (2019-2024) 91
11.14.5 SIGONO Recent Development 91
11.15 Tencent (Visual Arts) 92
11.15.1 Tencent (Visual Arts) Company Details 92
11.15.2 Tencent (Visual Arts) Business Overview 92
11.15.3 Tencent (Visual Arts) Visual Novel Introduction 93
11.15.4 Tencent (Visual Arts) Revenue in Visual Novel Business (2019-2024) 95
11.15.5 Tencent (Visual Arts) Recent Development 95
11.16 07th Expansion 95
11.16.1 07th Expansion Company Details 95
11.16.2 07th Expansion Business Overview 96
11.16.3 07th Expansion Visual Novel Introduction 96
11.16.4 07th Expansion Revenue in Visual Novel Business (2019-2024) 97
12 Key Players Profiles of Visual Novel Reading Platforms 98
12.1 Crazy Maple Studio (Chapters) 98
12.1.1 Crazy Maple Studio (Chapters) Company Details 98
12.1.2 Crazy Maple Studio (Chapters) Business Overview 98
12.1.3 Crazy Maple Studio (Chapters) Visual Novel Introduction 99
12.1.4 Crazy Maple Studio (Chapters) Revenue in Visual Novel Business (2019-2024) 100
12.2 Pixelberry Studios (Choices) 100
12.2.1 Pixelberry Studios (Choices) Company Details 100
12.2.2 Pixelberry Studios (Choices) Business Overview 100
12.2.3 Pixelberry Studios (Choices) Visual Novel Introduction 101
12.2.4 Pixelberry Studios (Choices) Revenue in Visual Novel Business (2019-2024) 101
12.3 Pocket Gems (Episode) 102
12.3.1 Pocket Gems (Episode) Company Details 102
12.3.2 Pocket Gems (Episode) Business Overview 102
12.3.3 Pocket Gems (Episode) Visual Novel Introduction 103
12.3.4 Pocket Gems (Episode) Revenue in Visual Novel Business (2019-2024) 103
13 Analyst's Viewpoints/Conclusions 104
14 Appendix 106
14.1 Research Methodology 106
14.1.1 Methodology/Research Approach 106
14.1.2 Data Source 109
14.2 Author Details 112
14.3 Disclaimer 112

 

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Summary

The global Visual Novel market was valued at US$ 263.73 million in 2023 and is anticipated to reach US$ 620.24 million by 2030, witnessing a CAGR of 10.51% during the forecast period 2024-2030.
North American market for Visual Novel is estimated to increase from $ 48.61 million in 2023 to reach $ 105.39 million by 2030, at a CAGR of 8.84% during the forecast period of 2024 through 2030.
Asia-Pacific market for Visual Novel is estimated to increase from $ 144.45 million in 2023 to reach $ 383.79 million by 2030, at a CAGR of 12.26% during the forecast period of 2024 through 2030.
Europe market for Visual Novel in Female is estimated to increase from $ 46.98 million in 2023 to $ 94.46 million by 2030, at a CAGR of 7.89% during the forecast period of 2024 through 2030.

The major global companies of Visual Novel include SEGA, Capcom (Ace Attorney), ZA/UM Studio, Nitroplus, Spike Chunsoft, Frontwing, Purple Software, ProjectMoon, and Aquaplus, etc. In 2023, the world's top three vendors accounted for approximately 21.69% of the revenue.
This report aims to provide a comprehensive presentation of the global market for Visual Novel, with both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding Visual Novel.

The Visual Novel market size, estimations, and forecasts are provided in terms of and revenue ($ millions), considering 2023 as the base year, with history and forecast data for the period from 2019 to 2030. This report segments the global Visual Novel market comprehensively. Regional market sizes, concerning products by Type, by Application, and by players, are also provided.
For a more in-depth understanding of the market, the report provides profiles of the competitive landscape, key competitors, and their respective market ranks. The report also discusses technological trends and new product developments.
The report will help the Visual Novel companies, new entrants, and industry chain related companies in this market with information on the revenues for the overall market and the sub-segments across the different segments, by company, by Type, by Application, and by regions.

Market Segmentation
By Company
SEGA
Capcom (Ace Attorney)
ZA/UM Studio
Nitroplus
Spike Chunsoft
Frontwing
Purple Software
ProjectMoon
Aquaplus
Regista
Nippon Ichi Software
Idea Factory
Bandai Namco
SIGONO
Tencent (Visual Arts)
07th Expansion

Segment by Type
Romance Games
Adventure Games
Mystery Games
Others

Segment by Application
Female
Male

By Region
North America
United States
Canada

Asia-Pacific
China
Japan
South Korea
Southeast Asia
India
Australia
Rest of Asia

Europe
Germany
France
U.K.
Italy
Netherlands
Rest of Europe

Latin America
Mexico
Brazil
Rest of Latin America

Middle East & Africa
Middle East
Africa

Chapter Outline
Chapter 1: Introduces the report scope of the report, executive summary of different market segments (by Type, by Application, etc), including the market size of each market segment, future development potential, and so on. It offers a high-level view of the current state of the market and its likely evolution in the short to mid-term, and long term.
Chapter 2: Introduces executive summary of global market size, regional market size, this section also introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by companies in the industry, and the analysis of relevant policies in the industry.
Chapter 3: Detailed analysis of Visual Novel company competitive landscape, revenue market share, latest development plan, merger, and acquisition information, etc.
Chapter 4: Provides the analysis of various market segments by Type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 5: Provides the analysis of various market segments by Application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 6, 7, 8, 9, 10: North America, Europe, Asia Pacific, Latin America, Middle East and Africa segment by country. It provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space, and capacity of each country in the world.
Chapter 11, 12: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including revenue, gross margin, product introduction etc.
Chapter 13: The main points and conclusions of the report.



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Table of Contents

1 Report Overview 1
1.1 Study Scope 1
1.2 Market Analysis by Type 2
1.2.1 Global Visual Novel Market Size Growth Rate by Type: 2019 VS 2023 VS 2030 2
1.2.2 Romance Games 4
1.2.3 Adventure Games 5
1.2.4 Mystery Games 7
1.2.5 Others 8
1.3 Market by Application 9
1.3.1 Global Visual Novel Market Growth by Application: 2019 VS 2023 VS 2030 9
1.3.2 Female 10
1.3.3 Male 11
1.4 Assumptions and Limitations 12
1.5 Study Objectives 13
1.6 Years Considered 14
2 Global Growth Trends 15
2.1 Global Visual Novel Market Perspective (2019-2030) 15
2.2 Global Visual Novel Reading Platforms Market Perspective (2019-2030) 16
2.3 Global Visual Novel Growth Trends by Region 18
2.3.1 Global Visual Novel Market Size by Region: 2019 VS 2023 VS 2030 18
2.3.2 Visual Novel Historic Market Size by Region (2019-2024) 19
2.3.3 Visual Novel Forecasted Market Size by Region (2025-2030) 20
2.4 Visual Novel Market Dynamics 20
2.4.1 Visual Novel Industry Trends 20
2.4.2 Visual Novel Market Drivers 21
2.4.3 Visual Novel Market Challenges 22
2.4.4 Visual Novel Market Restraints 22
3 Competition Landscape by Key Players 23
3.1 Global Top Visual Novel Players by Revenue 23
3.1.1 Global Top Visual Novel Players by Revenue (2019-2024) 23
3.1.2 Global Visual Novel Revenue Market Share by Players (2019-2024) 24
3.2 Global Visual Novel Market Share by Company Type (Tier 1, Tier 2, and Tier 3) 25
3.3 Global Key Players Ranking by Visual Novel Revenue 27
3.4 Global Visual Novel Market Concentration Ratio 28
3.4.1 Global Visual Novel Market Concentration Ratio (CR5 and HHI) 28
3.4.2 Global Top 10 and Top 5 Companies by Visual Novel Revenue in 2023 29
3.5 Global Key Players of Visual Novel Head office and Area Served 29
3.6 Global Key Players of Visual Novel, Product Type 30
3.7 Global Key Players of Visual Novel, Date of Enter into This Industry 30
3.8 Mergers & Acquisitions, Expansion Plans 32
4 Visual Novel Breakdown Data by Type 33
4.1 Global Visual Novel Historic Market Size by Type (2019-2024) 33
4.2 Global Visual Novel Forecasted Market Size by Type (2025-2030) 33
5 Visual Novel Breakdown Data by Application 35
5.1 Global Visual Novel Historic Market Size by Application (2019-2024) 35
5.2 Global Visual Novel Forecasted Market Size by Application (2025-2030) 35
6 North America 37
6.1 North America Visual Novel Market Size (2019-2030) 37
6.2 North America Visual Novel Market Growth Rate by Country: 2019 VS 2023 VS 2030 37
6.3 North America Visual Novel Market Size by Country (2019-2024) 38
6.4 North America Visual Novel Market Size by Country (2025-2030) 38
6.5 United States 39
6.6 Canada 39
7 Europe 40
7.1 Europe Visual Novel Market Size (2019-2030) 40
7.2 Europe Visual Novel Market Growth Rate by Country: 2019 VS 2023 VS 2030 40
7.3 Europe Visual Novel Market Size by Country (2019-2024) 41
7.4 Europe Visual Novel Market Size by Country (2025-2030) 41
7.5 Germany 42
7.6 France 42
7.7 U.K. 43
7.8 Italy 43
7.9 Netherlands 44
8 Asia-Pacific 45
8.1 Asia-Pacific Visual Novel Market Size (2019-2030) 45
8.2 Asia-Pacific Visual Novel Market Growth Rate by Country: 2019 VS 2023 VS 2030 45
8.3 Asia-Pacific Visual Novel Market Size by Region (2019-2024) 46
8.4 Asia-Pacific Visual Novel Market Size by Region (2025-2030) 46
8.5 China 47
8.6 Japan 47
8.7 South Korea 48
8.8 Southeast Asia 48
8.9 India 49
8.10 Australia 49
9 Latin America 50
9.1 Latin America Visual Novel Market Size (2019-2030) 50
9.2 Latin America Visual Novel Market Growth Rate by Country: 2019 VS 2023 VS 2030 50
9.3 Latin America Visual Novel Market Size by Country (2019-2024) 51
9.4 Latin America Visual Novel Market Size by Country (2025-2030) 51
9.5 Mexico 52
9.6 Brazil 52
10 Middle East & Africa 53
10.1 Middle East & Africa Visual Novel Market Size (2019-2030) 53
10.2 Middle East & Africa Visual Novel Market Growth Rate by Country: 2019 VS 2023 VS 2030 53
10.3 Middle East & Africa Visual Novel Market Size by Country (2019-2024) 54
10.4 Middle East & Africa Visual Novel Market Size by Country (2025-2030) 54
10.5 Middle East 55
10.6 Africa 55
11 Key Players Profiles of Visual Novel Developer 56
11.1 SEGA 56
11.1.1 SEGA Company Details 56
11.1.2 SEGA Business Overview 56
11.1.3 SEGA Visual Novel Introduction 57
11.1.4 SEGA Revenue in Visual Novel Business (2019-2024) 58
11.1.5 SEGA Recent Development 58
11.2 Capcom (Ace Attorney) 58
11.2.1 Capcom (Ace Attorney) Company Details 58
11.2.2 Capcom (Ace Attorney) Business Overview 59
11.2.3 Capcom (Ace Attorney) Visual Novel Introduction 60
11.2.4 Capcom (Ace Attorney) Revenue in Visual Novel Business (2019-2024) 61
11.2.5 Capcom (Ace Attorney) Recent Development 61
11.3 ZA/UM Studio 61
11.3.1 ZA/UM Studio Company Details 61
11.3.2 ZA/UM Business Overview 62
11.3.3 ZA/UM Visual Novel Introduction 62
11.3.4 ZA/UM Revenue in Visual Novel Business (2019-2024) 63
11.4 Nitroplus 63
11.4.1 Nitroplus Company Details 63
11.4.2 Nitroplus Business Overview 64
11.4.3 Nitroplus Visual Novel Introduction 64
11.4.4 Nitroplus Revenue in Visual Novel Business (2019-2024) 65
11.5 Spike Chunsoft 65
11.5.1 Spike Chunsoft Company Details 65
11.5.2 Spike Chunsoft Business Overview 66
11.5.3 Spike Chunsoft Visual Novel Introduction 66
11.5.4 Spike Chunsoft Revenue in Visual Novel Business (2019-2024) 68
11.5.5 Spike Chunsoft Recent Development 68
11.6 Frontwing 69
11.6.1 Frontwing Company Details 69
11.6.2 Frontwing Business Overview 69
11.6.3 Frontwing Visual Novel Introduction 70
11.6.4 Frontwing Revenue in Visual Novel Business (2019-2024) 71
11.6.5 Frontwing Recent Development 71
11.7 Purple Software 71
11.7.1 Purple Software Company Details 71
11.7.2 Purple Software Business Overview 72
11.7.3 Purple Software Visual Novel Introduction 72
11.7.4 Purple Software Revenue in Visual Novel Business (2019-2024) 74
11.8 ProjectMoon 74
11.8.1 ProjectMoon Company Details 74
11.8.2 ProjectMoon Business Overview 74
11.8.3 ProjectMoon Visual Novel Introduction 75
11.8.4 ProjectMoon Revenue in Visual Novel Business (2019-2024) 76
11.9 Aquaplus 76
11.9.1 Aquaplus Company Details 76
11.9.2 Aquaplus Business Overview 76
11.9.3 Aquaplus Visual Novel Introduction 77
11.9.4 Aquaplus Revenue in Visual Novel Business (2019-2024) 78
11.10 Regista 78
11.10.1 Regista Company Details 78
11.10.2 Regista Business Overview 78
11.10.3 Regista Visual Novel Introduction 79
11.10.4 Regista Revenue in Visual Novel Business (2019-2024) 80
11.10.5 Regista Recent Development 80
11.11 Nippon Ichi Software 80
11.11.1 Nippon Ichi Software Company Details 80
11.11.2 Nippon Ichi Software Business Overview 81
11.11.3 Nippon Ichi Software Visual Novel Introduction 81
11.11.4 Nippon Ichi Software Revenue in Visual Novel Business (2019-2024) 82
11.11.5 Nippon Ichi Software Recent Development 82
11.12 Idea Factory 83
11.12.1 Idea Factory Company Details 83
11.12.2 Idea Factory Business Overview 83
11.12.3 Idea Factory Visual Novel Introduction 84
11.12.4 Idea Factory Revenue in Visual Novel Business (2019-2024) 85
11.12.5 Idea Factory Recent Development 85
11.13 Bandai Namco 86
11.13.1 Bandai Namco Company Details 86
11.13.2 Bandai Namco Business Overview 86
11.13.3 Bandai Namco Visual Novel Introduction 87
11.13.4 Bandai Namco Revenue in Visual Novel Business (2019-2024) 88
11.13.5 Bandai Namco Recent Development 88
11.14 SIGONO 89
11.14.1 SIGONO Company Details 89
11.14.2 SIGONO Business Overview 89
11.14.3 SIGONO Visual Novel Introduction 90
11.14.4 SIGONO Revenue in Visual Novel Business (2019-2024) 91
11.14.5 SIGONO Recent Development 91
11.15 Tencent (Visual Arts) 92
11.15.1 Tencent (Visual Arts) Company Details 92
11.15.2 Tencent (Visual Arts) Business Overview 92
11.15.3 Tencent (Visual Arts) Visual Novel Introduction 93
11.15.4 Tencent (Visual Arts) Revenue in Visual Novel Business (2019-2024) 95
11.15.5 Tencent (Visual Arts) Recent Development 95
11.16 07th Expansion 95
11.16.1 07th Expansion Company Details 95
11.16.2 07th Expansion Business Overview 96
11.16.3 07th Expansion Visual Novel Introduction 96
11.16.4 07th Expansion Revenue in Visual Novel Business (2019-2024) 97
12 Key Players Profiles of Visual Novel Reading Platforms 98
12.1 Crazy Maple Studio (Chapters) 98
12.1.1 Crazy Maple Studio (Chapters) Company Details 98
12.1.2 Crazy Maple Studio (Chapters) Business Overview 98
12.1.3 Crazy Maple Studio (Chapters) Visual Novel Introduction 99
12.1.4 Crazy Maple Studio (Chapters) Revenue in Visual Novel Business (2019-2024) 100
12.2 Pixelberry Studios (Choices) 100
12.2.1 Pixelberry Studios (Choices) Company Details 100
12.2.2 Pixelberry Studios (Choices) Business Overview 100
12.2.3 Pixelberry Studios (Choices) Visual Novel Introduction 101
12.2.4 Pixelberry Studios (Choices) Revenue in Visual Novel Business (2019-2024) 101
12.3 Pocket Gems (Episode) 102
12.3.1 Pocket Gems (Episode) Company Details 102
12.3.2 Pocket Gems (Episode) Business Overview 102
12.3.3 Pocket Gems (Episode) Visual Novel Introduction 103
12.3.4 Pocket Gems (Episode) Revenue in Visual Novel Business (2019-2024) 103
13 Analyst's Viewpoints/Conclusions 104
14 Appendix 106
14.1 Research Methodology 106
14.1.1 Methodology/Research Approach 106
14.1.2 Data Source 109
14.2 Author Details 112
14.3 Disclaimer 112

 

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