Selected research
Market Outlook & Growth Opportunities
Global Visual Novel Market Outlook and Growth Opportunities 2026
Market perspective
The global Visual Novel market was valued at US$ million in 2026 and is projected to reach US$ million by 2032, implying a compound annual growth rate (CAGR) of % over 2026-2032.
The North America market for Visual Novel is projected to increase from US$ million in 2026 to US$ million by 2032, at a CAGR of % over 2026-2032.
The Europe market for Visual Novel is projected to increase from US$ million in 2026 to US$ million by 2032, at a CAGR of % over 2026-2032.
Read the full market overview
The Asia Pacific market for Visual Novel is projected to increase from US$ million in 2026 to US$ million by 2032, at a CAGR of % over 2026-2032.
In China, the Visual Novel market is projected to increase from US$ million in 2026 to US$ million by 2032, at a CAGR of % over 2026-2032.
Major global companies in the Visual Novel market include SEGA, Capcom (Ace Attorney), ZA/UM Studio, Nitroplus, Spike Chunsoft, Frontwing, Purple Software, ProjectMoon and Aquaplus, among others. In 2025, the top three vendors together accounted for approximately % of global market revenue.
This report provides an overview of the global Visual Novel market in terms of revenue and gross margin, analyzing global market trends using historical revenue data for 2021-2025, estimates for 2026, and projected CAGRs through 2032.
The study covers key producers of Visual Novel and market revenue by major regions and countries, assesses future market potential, and highlights priority regions and countries for segmenting the market into sub-sectors, with country-specific market value data for the U.S., Canada, Mexico, Brazil, China, Japan, South Korea, Southeast Asia, India, Germany, the U.K., Italy, the Middle East, Africa, and other countries.
The report also presents Visual Novel revenue, market share, and industry ranking for the main companies for 2021-2026, identifies the major stakeholders in the global market, and analyzes their competitive landscape and market positioning based on recent developments and segmental revenues.
Across the 2021-2026 period, the analysis compares revenue growth and profitability profiles by company, distinguishing participants with sustained expansion from those with more cyclical performance, and relates these patterns to differences in regional exposure, product portfolios, and application focus in the global Visual Novel market.
Visual Novel Segment 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
Visual Novel Segment by Type
Romance Visual Novels
Adventure Visual Novels
Mystery Visual Novels
Others
Visual Novel Segment by Application
Female
Male
Visual Novel Segment by Region
North America
United States
Canada
Mexico
Europe
Germany
France
U.K.
Italy
Russia
Spain
Netherlands
Switzerland
Sweden
Poland
Asia-Pacific
China
Japan
South Korea
India
Australia
Taiwan
Southeast Asia
South America
Brazil
Argentina
Chile
Colombia
Middle East & Africa
Egypt
South Africa
Israel
Türkiye
GCC Countries
Study Objectives
1. To analyze and research the global Visual Novel status and future forecast, involving, revenue, growth rate (CAGR), market share, historical and forecast.
2. To present the Visual Novel key companies, revenue, market share, and recent developments.
3. To split the Visual Novel breakdown data by regions, type, companies, and application.
4. To analyze the global and key regions Visual Novel market potential and advantage, opportunity and challenge, restraints, and risks.
5. To identify Visual Novel significant trends, drivers, influence factors in global and regions.
6. To analyze Visual Novel competitive developments such as expansions, agreements, new product launches, and acquisitions in the market.
Reasons to Buy This Report
1. This report will help the readers to understand the competition within the industries and strategies for the competitive environment to enhance the potential profit. The report also focuses on the competitive landscape of the global Visual Novel market, and introduces in detail the market share, industry ranking, competitor ecosystem, market performance, new product development, operation situation, expansion, and acquisition. etc. of the main players, which helps the readers to identify the main competitors and deeply understand the competition pattern of the market.
2. This report will help stakeholders to understand the global industry status and trends of Visual Novel and provides them with information on key market drivers, restraints, challenges, and opportunities.
3. This report will help stakeholders to understand competitors better and gain more insights to strengthen their position in their businesses. The competitive landscape section includes the market share and rank (in sales and value), competitor ecosystem, new product development, expansion, and acquisition.
4. This report stays updated with novel technology integration, features, and the latest developments in the market.
5. This report helps stakeholders to gain insights into which regions to target globally.
6. This report helps stakeholders to gain insights into the end-user perception concerning the adoption of Visual Novel.
7. This report helps stakeholders to identify some of the key players in the market and understand their valuable contribution.
Chapter Outline
Chapter 1: Introduces the report scope of the report, global total market size.
Chapter 2: Analysis key trends, drivers, challenges, and opportunities within the global Visual Novel 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: Sales value of Visual Novel in regional level. It provides a quantitative analysis of the market size and development potential of each region and introduces the market development, future development prospects, market space, and market size of key country in the world.
Chapter 7: Sales value of Visual Novel in country level. It provides sigmate data by type, and by application for each country/region.
Chapter 8: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including revenue, gross margin, product introduction, recent development, etc.
Chapter 9: Concluding Insights.
More report detail
Tables and figures
Scope & coverage.
Types
- Romance Visual Novels
- Adventure Visual Novels
- Mystery Visual Novels
- Others
Applications
- Female
- Male
Companies covered
- 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
Inside the report.
1 Market Overview
- 1.1 Product Definition
- 1.2 Global Visual Novel Market Size, 2021 VS 2025 VS 2032
- 1.3 Global Visual Novel Market Size (2021-2032)
- 1.4 Assumptions and Limitations
- 1.5 Study Goals and Objectives
2 Visual Novel Market Dynamics
- 2.1 Visual Novel Industry Trends
- 2.2 Visual Novel Industry Drivers
- 2.3 Visual Novel Industry Opportunities and Challenges
- 2.4 Visual Novel Industry Restraints
3 Visual Novel Market by Company
- 3.1 Global Visual Novel Company Revenue Ranking in 2025
- 3.2 Global Visual Novel Revenue by Company (2021-2026)
- 3.3 Global Visual Novel Company Ranking (2024-2026)
- 3.4 Global Visual Novel Company Manufacturing Base and Headquarters
- 3.5 Global Visual Novel Company Product Type and Application
- 3.6 Global Visual Novel Company Establishment Date
- 3.7 Market Competitive Analysis
- 3.7.1 Global Visual Novel Market Concentration Ratio (CR5 and HHI)
- 3.7.2 Global Top 5 and 10 Company Market Share by Revenue in 2025
- 3.7.3 2025 Visual Novel Tier 1, Tier 2, and Tier 3 Companies
- 3.8 Mergers and Acquisitions Expansion
4 Visual Novel Market by Type
- 4.1 Visual Novel Type Introduction
- 4.1.1 Romance Visual Novels
- 4.1.2 Adventure Visual Novels
- 4.1.3 Mystery Visual Novels
- 4.1.4 Others
- 4.2 Global Visual Novel Sales Value by Type
- 4.2.1 Global Visual Novel Sales Value by Type (2021 VS 2025 VS 2032)
- 4.2.2 Global Visual Novel Sales Value by Type (2021-2032)
- 4.2.3 Global Visual Novel Sales Value Share by Type (2021-2032)
5 Visual Novel Market by Application
- 5.1 Visual Novel Application Introduction
- 5.1.1 Female
- 5.1.2 Male
- 5.2 Global Visual Novel Sales Value by Application
- 5.2.1 Global Visual Novel Sales Value by Application (2021 VS 2025 VS 2032)
- 5.2.2 Global Visual Novel Sales Value by Application (2021-2032)
- 5.2.3 Global Visual Novel Sales Value Share by Application (2021-2032)
6 Visual Novel Regional Value Analysis
- 6.1 Global Visual Novel Sales Value by Region: 2021 VS 2025 VS 2032
- 6.2 Global Visual Novel Sales Value by Region (2021-2032)
- 6.2.1 Global Visual Novel Sales Value by Region: 2021-2026
- 6.2.2 Global Visual Novel Sales Value by Region (2027-2032)
- 6.3 North America
- 6.3.1 North America Visual Novel Sales Value (2021-2032)
- 6.3.2 North America Visual Novel Sales Value Share by Country, 2025 VS 2032
- 6.4 Europe
- 6.4.1 Europe Visual Novel Sales Value (2021-2032)
- 6.4.2 Europe Visual Novel Sales Value Share by Country, 2025 VS 2032
- 6.5 Asia-Pacific
- 6.5.1 Asia-Pacific Visual Novel Sales Value (2021-2032)
- 6.5.2 Asia-Pacific Visual Novel Sales Value Share by Country, 2025 VS 2032
- 6.6 South America
- 6.6.1 South America Visual Novel Sales Value (2021-2032)
- 6.6.2 South America Visual Novel Sales Value Share by Country, 2025 VS 2032
- 6.7 Middle East & Africa
- 6.7.1 Middle East & Africa Visual Novel Sales Value (2021-2032)
- 6.7.2 Middle East & Africa Visual Novel Sales Value Share by Country, 2025 VS 2032
7 Visual Novel Country-level Value Analysis
- 7.1 Global Visual Novel Sales Value by Country: 2021 VS 2025 VS 2032
- 7.2 Global Visual Novel Sales Value by Country (2021-2032)
- 7.2.1 Global Visual Novel Sales Value by Country (2021-2026)
- 7.2.2 Global Visual Novel Sales Value by Country (2027-2032)
- 7.3 USA
- 7.3.1 USA Visual Novel Sales Value Growth Rate (2021-2032)
- 7.3.2 USA Visual Novel Sales Value Share by Type, 2025 VS 2032
- 7.3.3 USA Visual Novel Sales Value Share by Application, 2025 VS 2032
- 7.4 Canada
- 7.4.1 Canada Visual Novel Sales Value Growth Rate (2021-2032)
- 7.4.2 Canada Visual Novel Sales Value Share by Type, 2025 VS 2032
- 7.4.3 Canada Visual Novel Sales Value Share by Application, 2025 VS 2032
- 7.5 Mexico
- 7.5.1 Mexico Visual Novel Sales Value Growth Rate (2021-2032)
- 7.5.2 Mexico Visual Novel Sales Value Share by Type, 2025 VS 2032
- 7.5.3 Mexico Visual Novel Sales Value Share by Application, 2025 VS 2032
- 7.6 Germany
- 7.6.1 Germany Visual Novel Sales Value Growth Rate (2021-2032)
- 7.6.2 Germany Visual Novel Sales Value Share by Type, 2025 VS 2032
- 7.6.3 Germany Visual Novel Sales Value Share by Application, 2025 VS 2032
- 7.7 France
- 7.7.1 France Visual Novel Sales Value Growth Rate (2021-2032)
- 7.7.2 France Visual Novel Sales Value Share by Type, 2025 VS 2032
- 7.7.3 France Visual Novel Sales Value Share by Application, 2025 VS 2032
- 7.8 U.K.
- 7.8.1 U.K. Visual Novel Sales Value Growth Rate (2021-2032)
- 7.8.2 U.K. Visual Novel Sales Value Share by Type, 2025 VS 2032
- 7.8.3 U.K. Visual Novel Sales Value Share by Application, 2025 VS 2032
- 7.9 Italy
- 7.9.1 Italy Visual Novel Sales Value Growth Rate (2021-2032)
- 7.9.2 Italy Visual Novel Sales Value Share by Type, 2025 VS 2032
- 7.9.3 Italy Visual Novel Sales Value Share by Application, 2025 VS 2032
- 7.10 Spain
- 7.10.1 Spain Visual Novel Sales Value Growth Rate (2021-2032)
- 7.10.2 Spain Visual Novel Sales Value Share by Type, 2025 VS 2032
- 7.10.3 Spain Visual Novel Sales Value Share by Application, 2025 VS 2032
- 7.11 Russia
- 7.11.1 Russia Visual Novel Sales Value Growth Rate (2021-2032)
- 7.11.2 Russia Visual Novel Sales Value Share by Type, 2025 VS 2032
- 7.11.3 Russia Visual Novel Sales Value Share by Application, 2025 VS 2032
- 7.12 Netherlands
- 7.12.1 Netherlands Visual Novel Sales Value Growth Rate (2021-2032)
- 7.12.2 Netherlands Visual Novel Sales Value Share by Type, 2025 VS 2032
- 7.12.3 Netherlands Visual Novel Sales Value Share by Application, 2025 VS 2032
- 7.13 Nordic Countries
- 7.13.1 Nordic Countries Visual Novel Sales Value Growth Rate (2021-2032)
- 7.13.2 Nordic Countries Visual Novel Sales Value Share by Type, 2025 VS 2032
- 7.13.3 Nordic Countries Visual Novel Sales Value Share by Application, 2025 VS 2032
- 7.14 China
- 7.14.1 China Visual Novel Sales Value Growth Rate (2021-2032)
- 7.14.2 China Visual Novel Sales Value Share by Type, 2025 VS 2032
- 7.14.3 China Visual Novel Sales Value Share by Application, 2025 VS 2032
- 7.15 Japan
- 7.15.1 Japan Visual Novel Sales Value Growth Rate (2021-2032)
- 7.15.2 Japan Visual Novel Sales Value Share by Type, 2025 VS 2032
- 7.15.3 Japan Visual Novel Sales Value Share by Application, 2025 VS 2032
- 7.16 South Korea
- 7.16.1 South Korea Visual Novel Sales Value Growth Rate (2021-2032)
- 7.16.2 South Korea Visual Novel Sales Value Share by Type, 2025 VS 2032
- 7.16.3 South Korea Visual Novel Sales Value Share by Application, 2025 VS 2032
- 7.17 India
- 7.17.1 India Visual Novel Sales Value Growth Rate (2021-2032)
- 7.17.2 India Visual Novel Sales Value Share by Type, 2025 VS 2032
- 7.17.3 India Visual Novel Sales Value Share by Application, 2025 VS 2032
- 7.18 Australia
- 7.18.1 Australia Visual Novel Sales Value Growth Rate (2021-2032)
- 7.18.2 Australia Visual Novel Sales Value Share by Type, 2025 VS 2032
- 7.18.3 Australia Visual Novel Sales Value Share by Application, 2025 VS 2032
- 7.19 Southeast Asia
- 7.19.1 Southeast Asia Visual Novel Sales Value Growth Rate (2021-2032)
- 7.19.2 Southeast Asia Visual Novel Sales Value Share by Type, 2025 VS 2032
- 7.19.3 Southeast Asia Visual Novel Sales Value Share by Application, 2025 VS 2032
- 7.20 Brazil
- 7.20.1 Brazil Visual Novel Sales Value Growth Rate (2021-2032)
- 7.20.2 Brazil Visual Novel Sales Value Share by Type, 2025 VS 2032
- 7.20.3 Brazil Visual Novel Sales Value Share by Application, 2025 VS 2032
- 7.21 Argentina
- 7.21.1 Argentina Visual Novel Sales Value Growth Rate (2021-2032)
- 7.21.2 Argentina Visual Novel Sales Value Share by Type, 2025 VS 2032
- 7.21.3 Argentina Visual Novel Sales Value Share by Application, 2025 VS 2032
- 7.22 Chile
- 7.22.1 Chile Visual Novel Sales Value Growth Rate (2021-2032)
- 7.22.2 Chile Visual Novel Sales Value Share by Type, 2025 VS 2032
- 7.22.3 Chile Visual Novel Sales Value Share by Application, 2025 VS 2032
- 7.23 Colombia
- 7.23.1 Colombia Visual Novel Sales Value Growth Rate (2021-2032)
- 7.23.2 Colombia Visual Novel Sales Value Share by Type, 2025 VS 2032
- 7.23.3 Colombia Visual Novel Sales Value Share by Application, 2025 VS 2032
- 7.24 Peru
- 7.24.1 Peru Visual Novel Sales Value Growth Rate (2021-2032)
- 7.24.2 Peru Visual Novel Sales Value Share by Type, 2025 VS 2032
- 7.24.3 Peru Visual Novel Sales Value Share by Application, 2025 VS 2032
- 7.25 Saudi Arabia
- 7.25.1 Saudi Arabia Visual Novel Sales Value Growth Rate (2021-2032)
- 7.25.2 Saudi Arabia Visual Novel Sales Value Share by Type, 2025 VS 2032
- 7.25.3 Saudi Arabia Visual Novel Sales Value Share by Application, 2025 VS 2032
- 7.26 Israel
- 7.26.1 Israel Visual Novel Sales Value Growth Rate (2021-2032)
- 7.26.2 Israel Visual Novel Sales Value Share by Type, 2025 VS 2032
- 7.26.3 Israel Visual Novel Sales Value Share by Application, 2025 VS 2032
- 7.27 UAE
- 7.27.1 UAE Visual Novel Sales Value Growth Rate (2021-2032)
- 7.27.2 UAE Visual Novel Sales Value Share by Type, 2025 VS 2032
- 7.27.3 UAE Visual Novel Sales Value Share by Application, 2025 VS 2032
- 7.28 Turkey
- 7.28.1 Turkey Visual Novel Sales Value Growth Rate (2021-2032)
- 7.28.2 Turkey Visual Novel Sales Value Share by Type, 2025 VS 2032
- 7.28.3 Turkey Visual Novel Sales Value Share by Application, 2025 VS 2032
- 7.29 Iran
- 7.29.1 Iran Visual Novel Sales Value Growth Rate (2021-2032)
- 7.29.2 Iran Visual Novel Sales Value Share by Type, 2025 VS 2032
- 7.29.3 Iran Visual Novel Sales Value Share by Application, 2025 VS 2032
- 7.30 Egypt
- 7.30.1 Egypt Visual Novel Sales Value Growth Rate (2021-2032)
- 7.30.2 Egypt Visual Novel Sales Value Share by Type, 2025 VS 2032
- 7.30.3 Egypt Visual Novel Sales Value Share by Application, 2025 VS 2032
8 Company Profiles
- 8.1 SEGA
- 8.1.1 SEGA Company Information
- 8.1.2 SEGA Business Overview
- 8.1.3 SEGA Visual Novel Revenue and Gross Margin (2021-2026)
- 8.1.4 SEGA Visual Novel Product Portfolio
- 8.1.5 SEGA Recent Developments
- 8.2 Capcom (Ace Attorney)
- 8.2.1 Capcom (Ace Attorney) Company Information
- 8.2.2 Capcom (Ace Attorney) Business Overview
- 8.2.3 Capcom (Ace Attorney) Visual Novel Revenue and Gross Margin (2021-2026)
- 8.2.4 Capcom (Ace Attorney) Visual Novel Product Portfolio
- 8.2.5 Capcom (Ace Attorney) Recent Developments
- 8.3 ZA/UM Studio
- 8.3.1 ZA/UM Studio Company Information
- 8.3.2 ZA/UM Studio Business Overview
- 8.3.3 ZA/UM Studio Visual Novel Revenue and Gross Margin (2021-2026)
- 8.3.4 ZA/UM Studio Visual Novel Product Portfolio
- 8.3.5 ZA/UM Studio Recent Developments
- 8.4 Nitroplus
- 8.4.1 Nitroplus Company Information
- 8.4.2 Nitroplus Business Overview
- 8.4.3 Nitroplus Visual Novel Revenue and Gross Margin (2021-2026)
- 8.4.4 Nitroplus Visual Novel Product Portfolio
- 8.4.5 Nitroplus Recent Developments
- 8.5 Spike Chunsoft
- 8.5.1 Spike Chunsoft Company Information
- 8.5.2 Spike Chunsoft Business Overview
- 8.5.3 Spike Chunsoft Visual Novel Revenue and Gross Margin (2021-2026)
- 8.5.4 Spike Chunsoft Visual Novel Product Portfolio
- 8.5.5 Spike Chunsoft Recent Developments
- 8.6 Frontwing
- 8.6.1 Frontwing Company Information
- 8.6.2 Frontwing Business Overview
- 8.6.3 Frontwing Visual Novel Revenue and Gross Margin (2021-2026)
- 8.6.4 Frontwing Visual Novel Product Portfolio
- 8.6.5 Frontwing Recent Developments
- 8.7 Purple Software
- 8.7.1 Purple Software Company Information
- 8.7.2 Purple Software Business Overview
- 8.7.3 Purple Software Visual Novel Revenue and Gross Margin (2021-2026)
- 8.7.4 Purple Software Visual Novel Product Portfolio
- 8.7.5 Purple Software Recent Developments
- 8.8 ProjectMoon
- 8.8.1 ProjectMoon Company Information
- 8.8.2 ProjectMoon Business Overview
- 8.8.3 ProjectMoon Visual Novel Revenue and Gross Margin (2021-2026)
- 8.8.4 ProjectMoon Visual Novel Product Portfolio
- 8.8.5 ProjectMoon Recent Developments
- 8.9 Aquaplus
- 8.9.1 Aquaplus Company Information
- 8.9.2 Aquaplus Business Overview
- 8.9.3 Aquaplus Visual Novel Revenue and Gross Margin (2021-2026)
- 8.9.4 Aquaplus Visual Novel Product Portfolio
- 8.9.5 Aquaplus Recent Developments
- 8.10 Regista
- 8.10.1 Regista Company Information
- 8.10.2 Regista Business Overview
- 8.10.3 Regista Visual Novel Revenue and Gross Margin (2021-2026)
- 8.10.4 Regista Visual Novel Product Portfolio
- 8.10.5 Regista Recent Developments
- 8.11 Nippon Ichi Software
- 8.11.1 Nippon Ichi Software Company Information
- 8.11.2 Nippon Ichi Software Business Overview
- 8.11.3 Nippon Ichi Software Visual Novel Revenue and Gross Margin (2021-2026)
- 8.11.4 Nippon Ichi Software Visual Novel Product Portfolio
- 8.11.5 Nippon Ichi Software Recent Developments
- 8.12 Idea Factory
- 8.12.1 Idea Factory Company Information
- 8.12.2 Idea Factory Business Overview
- 8.12.3 Idea Factory Visual Novel Revenue and Gross Margin (2021-2026)
- 8.12.4 Idea Factory Visual Novel Product Portfolio
- 8.12.5 Idea Factory Recent Developments
- 8.13 Bandai Namco
- 8.13.1 Bandai Namco Company Information
- 8.13.2 Bandai Namco Business Overview
- 8.13.3 Bandai Namco Visual Novel Revenue and Gross Margin (2021-2026)
- 8.13.4 Bandai Namco Visual Novel Product Portfolio
- 8.13.5 Bandai Namco Recent Developments
- 8.14 SIGONO
- 8.14.1 SIGONO Company Information
- 8.14.2 SIGONO Business Overview
- 8.14.3 SIGONO Visual Novel Revenue and Gross Margin (2021-2026)
- 8.14.4 SIGONO Visual Novel Product Portfolio
- 8.14.5 SIGONO Recent Developments
- 8.15 Tencent (Visual Arts)
- 8.15.1 Tencent (Visual Arts) Company Information
- 8.15.2 Tencent (Visual Arts) Business Overview
- 8.15.3 Tencent (Visual Arts) Visual Novel Revenue and Gross Margin (2021-2026)
- 8.15.4 Tencent (Visual Arts) Visual Novel Product Portfolio
- 8.15.5 Tencent (Visual Arts) Recent Developments
- 8.16 07th Expansion
- 8.16.1 07th Expansion Company Information
- 8.16.2 07th Expansion Business Overview
- 8.16.3 07th Expansion Visual Novel Revenue and Gross Margin (2021-2026)
- 8.16.4 07th Expansion Visual Novel Product Portfolio
- 8.16.5 07th Expansion Recent Developments
9 Concluding Insights
10 Appendix
- 10.1 Reasons for Doing This Study
- 10.2 Research Methodology
- 10.3 Research Process
- 10.4 Authors List of This Report
- 10.5 Data Source
- 10.5.1 Secondary Sources
- 10.5.2 Primary Sources
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