Fourteen patent applications were filed in the User Interface & Experience category, led by NetEase and Tencent with 4 each, followed by Netflix with 2, and one each from Supercell, Cygames, Lenovo, and Sony.
The filings concentrate heavily on mobile touch controls, with NetEase describing context-aware joysticks, radial weapon switching, and autonomous movement paths, while Tencent detailed live UI repositioning, simplified jump-throw gestures, and multi-accessory switching panels for shooters. Netflix filed applications for smartphone-as-controller systems with adaptive feedback and dynamic mid-game layouts. Other applications include Supercell's multi-touch resource deployment, Cygames' equipment skill trees, Sony's contextual video annotations, and Lenovo's accessibility translation technology.
Netflix received 2 patents addressing the challenge of using smartphones as game controllers for streaming services. The first adapts haptic, audio, and visual feedback to each phone's specific hardware capabilities and user preferences, ensuring that in-game events trigger appropriately scaled responses whether the device is high-end or budget. The second transforms the phone into a context-aware control surface where the button layout can change mid-game based on what's happening, allowing for hidden information that only one player sees and supporting touch gestures that traditional controllers cannot replicate.
NetEase filed 4 patents, all focused on refining touch controls for mobile action games. One addresses bunker combat by automatically displaying a second virtual joystick dedicated to crouched movement when a character approaches cover, separating indoor and outdoor movement into distinct controls. Another replaces sequential weapon menus with a radial interface where the current gun sits in the center and alternatives appear around it, enabling instant swaps with a single gesture. A third decouples joystick input from continuous movement by letting players set a path that persists after they lift their finger, freeing up that hand for other actions. The fourth integrates roguelite-style random item selection into competitive multiplayer, replacing fixed progression systems with per-match power-up choices that trigger at level-up.
Cygames received 1 patent describing a skill-tree progression system applied to weapons and equipment rather than characters. As players strengthen sub-elements tied to a piece of gear, they unlock branching effects and new capabilities within that item, creating interdependent progression loops that encourage using a wider variety of equipment instead of focusing on a single optimal loadout.
Supercell's single patent filing tackles the repetitive tapping problem in real-time strategy and tower defense games. The system lets players place multiple in-game resources simultaneously by holding multiple fingers on the screen and swiping, with the duration of the touch determining how many units spawn at each location, condensing what would normally require dozens of taps into one fluid gesture.
Tencent filed 4 patents, 3 of which refine mobile shooter interfaces and 1 addressing auto-chess games. The auto-chess application consolidates pieces, equipment, effects, and skills into a unified card-based interface where different strategic elements appear as cards with type-specific unlock conditions, reducing the need to navigate multiple menus. For mobile shooters, one patent allows players to drag UI buttons and test new layouts during active gameplay rather than in a static settings screen, immediately feeling whether the new position works. Another replaces the single-button accessory toggle with a panel showing 3 or more attachment options at once, letting players choose directly instead of cycling through. The fourth simplifies the sprint-jump-throw combination by breaking it into a sequential control flow that requires fewer simultaneous finger positions while preserving the full action.
Lenovo's patent filing describes an accessibility system that translates sensory inputs in real time using game-specific profiles rather than generic operating system settings. The approach understands the context of particular input devices and in-game events, converting information into alternative sensory channels to help players with disabilities learn and participate during both tutorials and live play.
Sony received 1 patent for a system that lets players and content creators attach annotations to gameplay moments based on the underlying game state rather than just video timestamps. When another player reaches a similar situation during their own session, the tips, commentary, or highlights appear contextually, even if the timing differs, because the system matches actual gameplay conditions rather than elapsed time in a recording.
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.