What's New in Gaming Patents? November 2025 Filed Report
Top Companies
Technology Categories
Platform Distribution
Business Models & Genres
Business Model
Genre
Executive Summary
AI and graphics patents dominated the month, with companies focusing on intelligent resource optimization to maintain visual quality on constrained hardware. Sony led development across multiple fronts, addressing GPU bottlenecks, player retention through difficulty management, and cloud gaming reliability. Cross-platform and VR/AR tied for platform attention, tackling compatibility confusion and tracking accuracy. The common thread: companies patented systems that adapt dynamically to hardware limitations and player behavior rather than requiring manual developer intervention or infrastructure expansion.
Market Overview
The USPTO filed 34 gaming patents in November, down 60.9% from October. 19 companies filed applications.
Top companies: Sony (11), Tencent (2), Microsoft (2), Nintendo (2), Light & Wonder (1).
Technology Trends
7 AI and ML patents led the category. Sony developed multiple systems using machine learning to enhance gameplay, including automated skill training tools that analyze player struggles and generate practice mini-games. Other patents cover gesture-to-input mapping using ML models and automated 3D asset generation without manual metadata.
The common problem: reducing manual development work while personalizing player experiences. These systems address game abandonment from difficulty spikes and the labor-intensive process of creating game content variations.
5 hardware patents address controller innovation and display technology. Sony patented a fluid-based controller using hydraulic systems to adjust button resistance and deliver haptic feedback through expanding chambers. Nintendo designed motion controls that dynamically remap based on how players physically grip controllers.
Hardware patents also tackle cross-platform compatibility and adaptive display refresh rates. These solve the problems of expensive multi-component haptic systems and player confusion when switching between gaming ecosystems with different button layouts.
Platform Distribution
11 Cross-Platform patents tied with VR/AR for the most filings. Sony contributed multiple cloud gaming technologies for state recovery and intelligent video encoding that analyzes gameplay content to optimize compression. Microsoft patented systems that automatically select game versions based on device capabilities and network conditions.
Tencent developed distributed cloud gaming using shared virtual machines from idle user devices. The common problem: preventing progress loss from session crashes and eliminating server resource bottlenecks during peak demand while maintaining visual quality within bandwidth constraints.
11 VR/AR patents address tracking accuracy and user comfort. Samsung designed dual-ML systems that combine visual and inertial data to prevent tracking drift in dynamic environments. Sony patented motion sickness prediction using head movement patterns detected before symptoms manifest.
Vsn Sision and Roblox focused on social VR challenges like permission management and audio muting in server-mixed environments. These patents solve the persistent problems of position errors degrading immersion and the technical impossibility of blocking individual voices in efficient streaming architectures.
Company Strategy
Sony dominated with 11 patents spanning AI, graphics, cloud gaming, and hardware. Their graphics work covers texture compression using machine learning and blink-detection systems that reduce rendering quality during eye closures to free GPU resources. Their cloud gaming patents address session recovery and gameplay-aware video encoding.
The common problem: maximizing visual fidelity within hardware constraints. Sony's patents consistently focus on intelligent resource allocation, whether through AI-generated color textures that reduce memory usage or dynamic quality adjustments during imperceptible moments.
Tencent filed 2 patents in graphics and cloud gaming. They developed frame interpolation using depth maps to reduce rendering workload on low-end mobile devices and a distributed cloud system leveraging idle user computing resources. Both address scalability challenges, enabling high frame rates on underpowered hardware and expanding cloud capacity without infrastructure investment.