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Quarterly Report June 2026 · Granted Patents

What's New in Gaming Patents? Q2 2026 Quarterly Granted Report

105 Patents
46 Companies
14 Categories
8 Platforms

Executive Summary

Q2 2026 saw 105 patents granted. AI/ML, hardware, cross-platform technologies, cloud gaming, and UI/UX dominated activity. Patents addressed content moderation workloads, unauthorized access during cloud transmission, bandwidth constraints, input latency, incomplete motion capture data, and cheat detection across competitive environments. Sony accounted for nearly a quarter of all patents across 10 categories, while Tencent, Nintendo, EA, and NetEase concentrated efforts in narrower areas including mobile interfaces, multiplayer synchronization, NPC behavior systems, and network proxy architectures.

Data Visualizations

Top Companies

Technology Categories

Platform Distribution

Top Companies by Category

Top Companies by Platform

Business Models

Business Model Patents
Esports 10
Live Service 1
AAA 1

Genres

Genre Patents
Action/Shooter 8
Strategy 7
Puzzle/Casual 5
MMO/Social 3
Sports/Racing 2
Simulation 1
RPG/Adventure 1

Market Overview

The USPTO granted 105 gaming patents in Q2 2026. 46 companies received approvals across the quarter.

Top companies: Sony (23), Tencent (9), Nintendo (8), EA (4), NetEase (4), Nvidia (3), Niantic (3), Konami (3), Beijing Zitiao Network Technology (3), Guangzhou Chicken Run Network Technology (2), Roblox (2), Voyetra Turtle Beach (2), Microsoft (2), Truist Bank (2), Goertek (1).

Technology Trends

## Technical Focus Areas

23 patents in AI/ML covered NPC behavior systems, content generation tools, and player analysis technologies. Sony patented systems for voice communication analysis to determine player mood and socialization preferences, AI-powered content moderation scanning audio and video for objectionable material, and machine learning models that convert vector graphics into 3D assets. EA developed technologies for realistic NPC decision-making based only on information NPCs could perceive in-game and systems that automatically fill missing motion capture data during performance capture. Riot Games, Activision Blizzard, and Tencent patented systems for AI-driven matchmaking and dynamic NPC behavior. These patents address problems including manual content moderation workloads, unrealistic NPC omniscience, and incomplete motion capture sessions.

17 patents in Hardware covered controller customization, thermal management, and alternative input systems. Guangdong K-Silver and Guangzhou Chicken Run Network Technology patented gamepads with adjustable thumbstick tension and integrated cooling assemblies addressing overheating during extended play. Sony developed a wearable glove controller with repositionable contact pads and a system converting haptic vibrations into Braille subtitles. Voyetra Turtle Beach and Shenzhen Qanba Technology patented customizable button response curves and LED lighting systems. Nintendo covered analog stick designs with improved peripheral movement. These patents address problems including fixed controller configurations, device overheating, and accessibility barriers for visually impaired players.

11 patents in UI/UX covered gameplay recording interfaces, mobile touch controls, and inventory management systems. Nintendo patented overlay systems displaying player movement tracks on multi-layer maps. Tencent developed touch interfaces for switching weapon accessories and ranked progression displays for competitive modes. NetEase patented virtual joystick systems dividing control areas into distinct movement regions. Sony covered annotation systems attaching multimedia notes to specific gameplay moments. These patents address problems including imprecise mobile touch controls, cluttered inventory interfaces, and difficulty reviewing gameplay decisions.

10 patents in Cloud Gaming covered encryption systems, adaptive streaming, and cross-device authentication. Nvidia patented two-layer and hierarchical encryption architectures protecting game builds during cloud distribution. Tencent developed systems detecting upcoming cutscenes to offload rendering to dedicated servers and adaptive resolution systems during poor network conditions. Sony patented architectures dividing client functionality between thin local clients and remote server components. Samsung covered input offloading processes handling user interactions independently from game logic. These patents address problems including unauthorized content access, bandwidth limitations during network congestion, and input latency in cloud sessions.

7 patents in Platform covered data retention systems, validation architectures, and replay mechanisms. Niantic patented multi-table location data storage at different geographic granularities and parallelized anticheat servers broadcasting player activity to predetermined processing nodes. Roblox developed event cueing systems for metaverse environments analogous to media player seek bars. Tencent patented cryptographic chain-of-custody systems dividing gameplay into sequential nodes for verification. These patents address problems including location data privacy management, server-side validation overhead, and detecting modified game clients in multiplayer environments.

Platform Distribution

Cross-Platform led with 37 patents covering game engine tools, synchronization systems, and content customization interfaces. Sony patented systems overlaying ghost character images from past gameplay onto live sessions and platforms allowing natural language prompts to generate structured game data. EA developed 3D character customization interfaces positioning cosmetic items along display tracks. Microsoft patented 3D editing interfaces for interactive video content with visual mapping tools. These patents address problems including time-consuming manual asset creation, complex character customization flows, and tedious game state management across editing sessions.

Cloud Gaming accounted for 19 patents covering encryption architectures, adaptive quality systems, and cross-device authentication. Nvidia developed hierarchical encryption where content keys are encrypted with separate device keys, protecting game builds during distribution. Tencent patented systems detecting cutscenes to offload rendering and methods delivering reduced-resolution frames during poor network conditions. Sony covered architectures splitting client functionality between local and remote components. Now.GG and Samsung patented authentication token systems and dedicated input offloading processes. These patents address unauthorized content access, bandwidth constraints during network congestion, and input lag degrading player experience.

VR/AR represented 18 patents covering map validation systems, facial tracking, and automotive mixed-reality platforms. Niantic patented validation systems testing 3D map accuracy by comparing pose estimates against ground truth. Roblox developed systems mapping facial landmarks to avatar expressions in real-time. Apple patented deep learning systems using causal image reprojection for temporal supersampling. HTC covered dynamic image quality scaling based on GPU utilization and frame rate monitoring. Valeo patented automotive systems leveraging vehicle sensors to map physical environments for passenger gaming. These patents address map accuracy issues in location-based AR, realistic avatar animation, and computational overhead in resource-constrained headsets.

Console patents totaled 10 covering multiplayer synchronization, dynamic rendering, and intuitive input designs. Nintendo patented systems synchronizing game states across three or more devices and dual-virtual-space architectures where each player maintains independent game copies. Nintendo also covered rendering systems changing visibility zones based on game events and analog stick designs with improved peripheral movement. These patents address state desynchronization in online multiplayer, rendering performance bottlenecks in complex scenes, and physical input device limitations.

Company Activity

Sony patented 23 technologies split between AI/ML (12), hardware (2), audio (2), platform (1), streaming (1), game engine (1), cloud gaming (1), graphics (1), monetization (1), UI/UX (1).

AI work covered voice analysis systems determining player mood during matches, computer vision scanning gameplay videos to detect objectionable content, and machine learning converting vector graphics into 3D assets. Hardware patents included wearable glove controllers with repositionable contact pads and haptic systems outputting Braille subtitles through controller vibrations. Audio technologies used spread-spectrum signals embedded in speaker output to determine device positions and processed ambient sound during gameplay using language models. These patents address manual content moderation workloads, accessibility barriers for visually impaired players, and time-consuming manual asset creation.

Tencent patented 9 technologies across UI/UX (3), cloud gaming (2), graphics (1), streaming (1), AI/ML (1), platform (1).

Touch interface patents redesigned weapon accessory switching for mobile shooters and ranked progression displays for competitive modes. Cloud gaming work detected upcoming cutscenes to offload rendering and delivered reduced-resolution frames during poor network conditions. The platform patent created cryptographic verification systems dividing gameplay into sequential nodes. These patents address imprecise mobile touch controls, bandwidth constraints during network congestion, and detecting modified game clients.

Nintendo patented 8 technologies spanning networking (3), game engine (2), graphics (1), UI/UX (1), hardware (1).

Networking patents synchronized game states across three or more devices and created dual-virtual-space architectures where each player maintains independent game copies. Game engine work allowed bonding multiple virtual objects together with component-specific rotation controls. The UI patent overlaid player movement tracks onto multi-layer maps. These patents address state desynchronization in online multiplayer, complex object manipulation in 3D environments, and difficulty reviewing navigation decisions.

EA patented 4 technologies in AI/ML (3) and UI/UX (1).

AI work created NPCs making decisions based only on information they could perceive in-game and systems automatically filling missing motion capture data from marker occlusion. The UI patent positioned cosmetic items along display tracks for character customization. These patents address unrealistic NPC omniscience, incomplete motion capture sessions, and cluttered customization interfaces.

NetEase patented 4 technologies split between networking (2) and UI/UX (2).

Networking work turned mobile phones into network proxies for consoles and created proxy servers intercepting packets to translate data types. UI patents divided virtual joystick areas into distinct movement regions and assigned respawn delays based on character attributes. These patents address connectivity issues for console players and imprecise mobile directional input.

Nvidia patented 3 technologies in cloud gaming (2) and esports (1).

Cloud gaming patents created two-layer and hierarchical encryption systems protecting game builds during distribution. The esports patent monitored mouse movement submovements to detect cheating. These patents address unauthorized content access during cloud transmission and automated aiming assistance in competitive matches.

Niantic patented 3 technologies across platform (1), VR/AR (1), networking (1).

The VR/AR patent validated 3D map accuracy by comparing pose estimates against ground truth. Platform work stored player location data at multiple geographic granularity levels. Networking technology parallelized anticheat servers broadcasting player activity to predetermined processing nodes. These patents address map accuracy in location-based AR, location data privacy management, and server-side validation overhead.

Konami patented 3 technologies in game mechanics (1), platform (1), streaming (1).

The game mechanics patent created zone-based card placement restrictions in competitive digital card games. Platform work generated modifiable replaying information capturing exact gameplay progress states. The streaming patent separated music data from timing instructions in rhythm games. These patents address strategic depth in card game mechanics, replay functionality across game sessions, and content licensing flexibility in music games.

Beijing Zitiao Network Technology patented 3 technologies in AI/ML (2) and UI/UX (1).

AI work controlled game characters by adjusting game state information based on alignment with player decisions and analyzed game states to determine bot battle intentions. The UI patent automated game flow for voice imitation games with media pausing at designated points. These patents address predictable AI behavior patterns and manual game progression management in voice-based party games.

Emerging Themes

14 patents from 8 companies address cheat detection and competitive integrity across esports and multiplayer games. Nvidia patented systems monitoring mouse movement submovements to detect automated aiming assistance. Niantic developed parallelized anticheat servers broadcasting player activity data to predetermined processing nodes. Las Vegas Sands patented server-side validation systems replaying client action logs to verify authenticity. Tencent created cryptographic chain-of-custody systems dividing gameplay into sequential nodes for verification. These patents address automated cheating tools, modified game clients, and server-side validation overhead in online competitive environments.

12 patents from 6 companies cover AI-powered content generation and asset creation tools. Sony patented systems using natural language prompts to generate structured game data and machine learning models converting vector graphics into 3D assets. EA developed systems automatically filling missing motion capture data from marker occlusion. Booming Technology created methods converting human-readable editor parameters into optimized runtime parameters. Sony also patented systems generating multiple game scenarios with different configurations to observe user engagement. These patents address time-consuming manual asset creation, incomplete motion capture sessions, and tedious parameter optimization for game scenes.

10 patents from 5 companies address player behavior analysis and personalization systems. Sony patented voice communication analysis determining mood and socialization preferences, systems monitoring physical activity to infer emotional states, and gamified data annotation platforms collecting time-stamped player reactions. Activision Blizzard developed systems tracking behavioral data across multiplayer games using neural networks. Adeia patented three-stage recommendation engines evaluating play session content using pre-game, in-game, and post-game analysis. These patents address manual player profiling workloads, generic game experiences, and difficulty identifying player preferences from gameplay alone.

8 patents from 6 companies cover network optimization and proxy architectures for mobile and console gaming. NetEase patented systems turning mobile phones into network proxies for consoles and proxy servers intercepting packets to translate data types. Meta developed cloud-based controllers identifying and prioritizing metaverse device traffic. Samsung patented dedicated input offloading processes handling user interactions independently from game logic. These patents address connectivity issues for console players, network congestion in shared household environments, and input latency degrading real-time gameplay responsiveness.

11 patents from 7 companies address dynamic content streaming and adaptive quality systems. Sony patented systems receiving physiological sensor data to identify gameplay highlight moments and architectures splitting client functionality between local and remote components. Tencent developed systems detecting cutscenes to offload rendering and adaptive resolution during poor network conditions. Masahiro Sakakibara patented systems automatically switching camera positions based on in-game events. Bright Star Gaming covered incremental asset delivery rather than full downloads. These patents address bandwidth limitations, storage constraints on client devices, and difficulty identifying engaging moments for content creators.

9 patents from 5 companies cover realistic NPC behavior and AI decision-making systems. EA patented NPCs making decisions based only on information they could perceive in-game. Beijing Zitiao Network Technology developed systems adjusting game state information based on alignment with player decisions and analyzing states to determine bot battle intentions. Tencent patented dynamic AI behavior tree selection based on NPC-player distance. Koei Tecmo created systems monitoring when characters receive specific attacks to automatically adjust camera angles. These patents address unrealistic NPC omniscience, predictable AI behavior patterns, and static camera perspectives during combat sequences.

7 patents from 5 companies address accessibility and alternative input methods for gaming. Sony patented haptic systems outputting Braille subtitles through controller vibrations and wearable glove controllers with repositionable contact pads. Goertek developed mobile gaming systems combining gamepads with eye-tracking technology. Shenzhen Shimi Network Technology patented systems using smartwatches as motion input devices for web-based games. These patents address accessibility barriers for visually impaired players, limited input options for mobile platforms, and physical limitations preventing use of traditional controllers.

Guangzhou Chicken Run Network Technology patented a gamepad with integrated cooling assemblies operating without external power and a system combining two main units connected by a plate with horizontally moving resilient blocks. Developer J created a physical dice game bundled with machine-readable tags connecting users to digital leaderboards. Plan C patented a fluid-filled handheld game assembly using flexible pouches instead of rigid containers.

Key Takeaways

23 of 105 patents came from Sony alone, representing nearly a quarter of all granted patents this quarter. This concentration came across 10 different categories, from AI and hardware to audio and monetization. In contrast, the next largest filers Tencent (9), Nintendo (8), EA (4), and NetEase (4) showed narrower category spreads, with Tencent focusing primarily on UI and cloud gaming while Nintendo concentrated on networking and game engine technologies.

AI and machine learning formed the largest single technology category with 23 patents while also appearing prominently in emerging themes around content generation (12 patents), NPC behavior (9 patents), and player analysis (10 patents). Combined, these AI-related applications account for over half the quarter's activity. Patents addressed practical production bottlenecks including manual content moderation, incomplete motion capture data, and time-consuming asset creation rather than theoretical research applications.

Cloud gaming infrastructure received substantial attention with 19 patents in platform distribution plus 8 patents in network optimization themes. Multiple companies including Nvidia, Tencent, Sony, and Samsung addressed the same core problems: unauthorized content access during transmission, bandwidth constraints during network congestion, and input latency degrading responsiveness. The variety of approaches from encryption architectures to adaptive streaming to dedicated input processing indicates these remain unsolved challenges for cloud-based gaming.

Competitive integrity and cheat detection emerged as a cross-platform concern with 14 patents from 8 companies spanning esports, mobile, and multiplayer categories. Technologies ranged from mouse movement analysis to cryptographic verification chains to parallelized validation servers. This distributed effort across multiple companies and technical approaches suggests cheating remains a persistent industry-wide problem without a dominant solution.

Patent Sources (104)

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.