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H1 2026

Streaming & Broadcasting

Granted Patents 6 patents

Overview

This category includes 6 granted patents across 5 companies: Tencent (2), AMD (1), Konami (1), Masahiro Sakakibara (1), and Sony (1).

The patents cover a range of technologies for enhancing how games are streamed, recorded, and experienced by both broadcasters and viewers. Sony's granted patent clusters physiological data to automatically identify highlight moments, while Tencent's 2 patents address real-time cross-room livestream pairing and AI-powered virtual characters that respond to gameplay events. AMD's patent focuses on adaptive video encoding for optimized streaming quality, Konami's allows viewers to jump directly into a streamer's game state, and Masahiro Sakakibara's patent uses event-triggered virtual cameras to automatically produce broadcast-quality gameplay recordings.

Company Activity

Sony received 1 patent covering a system that monitors heart rate data from both players and spectators during gaming streams, groups that biometric information into clusters, and uses the resulting patterns to automatically flag exciting moments as highlights or bookmarks. Rather than relying on manual tagging or in-game triggers, the system aggregates physiological responses across multiple participants and can further organize that data by demographic factors like location, age, and skill level to provide additional context around when and why audiences were most engaged.

Tencent received 2 patents, both centered on enriching the live game streaming experience from different angles. The first describes a system that detects when two streamers are actively competing against each other in a game and automatically pairs their livestream rooms, letting viewers from either audience watch both sides of the match unfold at the same time without any manual coordination between the streamers. The second introduces AI-driven virtual characters that can serve as a kind of autonomous co-host during a stream, responding to in-game events and viewer commands without requiring the streamer to manage the interaction directly.

AMD's 1 patent covers an adaptive video encoding approach that adjusts compression levels on a per-frame basis rather than applying a uniform compression threshold across an entire stream. When a scene contains less visual complexity, the system applies more aggressive compression to conserve bandwidth, then preserves finer detail during fast-moving or high-action sequences, keeping the overall viewing experience consistent without sacrificing quality where it matters most.

Konami received 1 patent for a system that packages a streamer's live game progress into a format that viewers can actively load and play from, rather than simply watch. The technology embeds a specific game state directly into the streaming infrastructure so that a viewer can, at any point, branch off from spectating and begin playing from the exact position the streamer occupies in real time.

Masahiro Sakakibara received 1 patent for a system that automates the creation of cinematic gameplay footage by linking in-game events to virtual camera positions. When a qualifying event occurs during a session, the system selects an appropriate camera angle and records the moment, producing structured highlight reels without any manual editing or post-production work required.

Patent Sources (6)

All data sourced from USPTO patent filings. Google Patents may take several weeks to index recent publications. If a link is unavailable, search for the patent number at USPTO Patent Public Search.

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