Visual Novel Market Summary
A visual novel 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.
According to the new market research report “Global Visual Novel Market Report 2024-2030”, published by QYResearch, the global Visual Novel market size is projected to reach USD 0.62 billion by 2030, at a CAGR of 10.3% during the forecast period.
- Global Visual Novel MarketSize(US$ Million), 2019-2030
Above data is based on report from QYResearch: Global Visual Novel Market Report 2024-2030 (published in 2024). If you need the latest data, plaese contact QYResearch.
- Global Visual Novel Top16 Players Rankingand Market Share (Ranking is based on the revenue of 2023, continually updated)
Above data is based on report from QYResearch: Global Visual Novel Market Report 2024-2030 (published in 2024). If you need the latest data, plaese contact QYResearch.
According to QYResearch Top Players Research Center, the global key manufacturers of Visual Novel include SEGA, Capcom (Ace Attorney), ZA/UM Studio, Nitroplus, Spike Chunsoft, Frontwing, Purple Software, ProjectMoon, Aquaplus, Regista, etc. In 2023, the global top 10 players had a share approximately 38.0% in terms of revenue.
- Visual Novel,Global Market Size, Split by Product Segment
Based on or includes research from QYResearch: Global Visual Novel Market Report 2024-2030.
In terms of product type, currently Romance Games is the largest segment, hold a share of 46.8%.
- Visual Novel,Global Market Size, Split by ApplicationSegment
Based on or includes research from QYResearch: Global Visual Novel Market Report 2024-2030.
In terms of product application, currently Female is the largest segment, hold a share of 76.9%.
- Visual Novel,Global Market Size, Split by Region
Based on or includes research from QYResearch: Global Visual Novel Market Report 2024-2030.
Market Drivers:
D1: Visual novels have gained popularity both in their country of origin, Japan, and internationally. This increased recognition has expanded the market and attracted more consumers.
D2: Visual novels are relatively easy to create compared to other types of games which has led to an influx of indie developers creating visual novels, further expanding the market.
D3: The rise of digital distribution platforms like Steam, itch.io, and mobile app stores has made it easier for developers to distribute and sell their visual novels to a global audience.
Restraint:
R1: With the rise of indie game development and accessible tools for creating visual novels, the market has become saturated with a plethora of titles.
R2: Visual novels compete for the attention of consumers not only with other games but also with books, movies, and television shows.
R3: Visual novels often contain mature themes, including violence, sexuality, and sensitive topics. Navigating content regulations and cultural sensitivities, particularly in international markets, can be complex and may require careful consideration during development and localization.
Challenges:
C1: With the rise of indie game development and accessible tools for creating visual novels, the market has become saturated with a plethora of titles.
C2: Many visual novels originate from Japan and other non-English-speaking countries. Localizing these games for international audiences involves significant time and resources, including translation, cultural adaptation, and sometimes voice acting.
C3: With so many visual novels available on digital storefronts, getting noticed by players can be a significant hurdle. Developers must invest in marketing and promotion to increase visibility and attract potential players to their games.
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