What's New in Gaming Patents? Q4 2025 Quarterly Granted Report
Executive Summary
Q4 2025 saw 154 patents granted. Hardware, cross-platform, VR/AR, UI/UX, and game engine technologies dominated activity. Patents addressed player retention through seamless feature integration, hardware modularity reducing replacement costs, bandwidth constraints in VR displays, and AI-driven assistance predicting struggle points. Sony, Nintendo, and Tencent were most active, with work spanning machine learning for player guidance, terrain manipulation systems, real-time control customization, and cloud gaming optimizations. Common problems included iteration loops breaking immersion, prescription lens distortion in AR headsets, and balancing visual quality against latency constraints.
Data Visualizations
Top Companies
Technology Categories
Platform Distribution
Top Companies by Category
Top Companies by Platform
Business Models
| Business Model | Patents |
|---|---|
| Esports | 20 |
| Live Service | 9 |
| F2P | 5 |
| AAA | 5 |
| Educational/Training | 4 |
| Blockchain/NFT | 4 |
Genres
| Genre | Patents |
|---|---|
| Action/Shooter | 19 |
| Strategy | 16 |
| Puzzle/Casual | 9 |
| RPG/Adventure | 7 |
| Sports/Racing | 4 |
| MMO/Social | 4 |
| Simulation | 2 |
Market Overview
The USPTO granted 154 gaming patents in Q4 2025. 23 companies received grants.
Sony received 24 patents, Nintendo 15, and Tencent 10. Nvidia received 4 patents, Google 3, and Activision Blizzard 2.
EA, Microsoft, Panda Hardware, and ByteDance each received 2 patents. Virtual Draft, Schell Games, Apple, Electronics And Telecommunications Research Institute, and Zynga each received 1 patent.
Technology Trends
29 patents covered Hardware technologies ranging from modular controllers to specialized gaming peripherals. Multiple companies addressed interchangeable components, including Panda Hardware's magnetic mounting system and removable joystick gates that prevent damage during customization. Sprama Game Labs and Push-Run Holdings developed modular platforms, with Sprama creating reusable console architectures for RFID board games and Push-Run designing expandable retro gaming systems. The common problems: high costs from non-reusable electronics, permanent damage during user modifications, and limited functionality in traditional protective cases. Backbone Labs, Guangdong Gogole, and Shenzhen companies addressed mobile gaming ergonomics, while Arkade developed motion-sensor blending for portable devices.
20 patents covered UI/UX technologies addressing control customization and accessibility features. Tencent developed real-time control adjustment during active gameplay, eliminating the settings-menu iteration loop. AMD created driver-level subtitle generation using machine learning to add captions to any game regardless of native support. Sony designed continuous gesture calibration systems that refine input recognition during gameplay without breaking immersion. The common problems: inefficient trial-and-error control placement, accessibility barriers for deaf players, and gesture recognition drift during extended sessions. Nintendo addressed 3D navigation with directional indicators showing elevation, while Activision Blizzard developed orientation-based mode switching for mobile devices. Cerence Operating created vehicle-based gesture and speech input systems.
19 patents covered Game Engine technologies addressing physics, terrain manipulation, and collision detection. Nintendo developed systems allowing players to control terrain rotation through separate operable objects, simplifying configuration while maintaining intuitive character movement. Activision Blizzard created dual-geometry collision detection using cylinders and capsules to reduce computational overhead. The common problems: complexity in traditional terrain manipulation requiring separate operating modes, and computational inefficiency from multiple sweep cast operations per frame.
17 patents addressed AI/ML applications for player assistance and content moderation. Sony developed machine learning systems that predict when players will struggle and provide graduated assistance through haptic feedback and dynamic difficulty adjustment. Roblox created automated content moderation analyzing developer history, user behavior, and game content to classify submissions at scale. The common problems: player frustration leading to game abandonment, and moderation bottlenecks on platforms with thousands of daily uploads.
15 patents covered VR/AR technologies addressing tracking, display optimization, and location-based experiences. Google developed systems positioning AR displays through specific optical power zones of multi-focal lenses to maintain sharpness. GravityXR created synchronized processing pipelines using eye-tracking for foveated rendering. Infinitus Holdings designed positioning systems combining phased array antennas and synthetic aperture radar for multi-user AR alignment. The common problems: prescription lens distortion in AR headsets, high power consumption in XR displays, and unreliable indoor tracking where GPS fails. Sony, Nant Holdings, and American Express developed location-based and training applications.
13 patents addressed Monetization through advertising integration, blockchain assets, and location-based commerce. Atlas Reality and Individual inventors developed NFT systems enabling cross-game asset portability and dynamic token modification. Tesoro integrated location-based AR games with merchant payment verification to reward real purchases. ByteDance and King.Com created in-app commerce and progression systems addressing player retention. The common problems: monetizing free-to-play games without disrupting user experience, tracking advertising ROI in gaming environments, and connecting virtual foot traffic to actual purchases.
Platform Distribution
56 patents addressed Cross-Platform technologies covering cloud rendering, modular architecture, and multi-game asset systems. Adeia developed systems inserting advertisements into cloud-rendered game streams by intercepting video encoding pipelines during cutscenes. Sony created metaverse item-transfer systems that analyze player progress and launch games at precise unlock locations. Tencent built bridges between full client games and web-based demos that fetch existing player data for personalized browser experiences. The common problems: monetizing cloud platforms without game engine modifications, friction in researching and acquiring cross-game virtual items, and creating promotional content that reflects actual player progress.
42 patents covered VR/AR technologies addressing prescription lens compatibility, tracking accuracy, and display bandwidth constraints. Google developed headset designs positioning displays through specific optical power zones of multi-focal lenses to avoid distortion. Sony created display systems sharing pixel values between subpixels to achieve higher frame rates without increasing data transfer. GravityXR synchronized separate processing pipelines using eye-tracking data for foveated rendering. The common problems: prescription lenses causing AR content distortion, severe bandwidth bottlenecks from processing separate high-frame-rate streams per eye, and power consumption limitations. Infinitus Holdings, Nant Holdings, and American Express received grants for positioning systems and location-based applications.
22 patents addressed Cloud Gaming technologies covering image processing optimization and advertisement insertion. Samsung developed display devices that intelligently select image enhancements based on calculated input lag allowance time, using AI to determine which visual improvements can be applied without exceeding latency thresholds. Adeia created systems for targeted content injection during natural game pauses. The common problems: fundamental tension between visual quality and responsiveness in cloud gaming, and enabling video-based advertising in remotely-rendered games.
13 patents covered Mobile technologies addressing control customization, orientation-based features, and attachment systems. Tencent developed real-time control adjustment during active gameplay. Activision Blizzard created orientation-based mode switching between full gameplay and lightweight social features. Guangdong Gogole and Shenzhen companies designed double-ended slide rails and protective cases with modular accessory attachment. The common problems: inefficient settings-menu iteration for control placement, friction accessing communication features requiring full game launches, and choosing between device protection and enhanced functionality.
8 patents addressed Console technologies covering quality-of-service networking and vehicle-based gaming. Microsoft developed systems enabling Xbox consoles running virtualized operating systems to tag network packets with QoS headers at the host VM level, prioritizing latency-sensitive traffic. Cerence Operating created vehicle-based gesture and speech input systems for hands-free gaming. The common problems: critical gaming packets delayed behind background downloads causing multiplayer lag, and space constraints for physical controllers in vehicles.
Company Activity
Sony received 24 patents across AI/ML (7), Cloud Gaming (4), Graphics (2), Networking (1), and VR/AR (1).
AI/ML patents covered machine learning systems monitoring player performance to predict struggle points and provide graduated assistance through haptic feedback, button illumination, and automatic button presses. Graphics work addressed display bandwidth constraints through pixel value sharing between subpixels and decimating color data while preserving luminance. The common problems: player frustration and game abandonment at difficulty spikes, VR/AR bandwidth bottlenecks requiring extremely high frame rates, and network congestion from repeated failed input attempts. Cloud Gaming patents developed metaverse item-transfer systems and streaming enhancements. Networking work enabled real-time player-driven moderation through automated voting on flagged incidents.
Nintendo received 15 patents across Game Engine (7) and UI/UX (2).
Game Engine patents covered terrain rotation control through separate operable objects whose posture changes directly affect terrain orientation. UI/UX work developed persistent directional indicators showing both horizontal direction and relative elevation to targets in 3D spaces. The common problems: complexity of traditional terrain manipulation requiring separate special operating modes, and 3D navigation challenges where players struggle determining if objectives are above or below them.
Tencent received 10 patents across UI/UX (6), Platform (1), and Cloud Gaming (1).
UI/UX patents covered real-time control adjustment during active gameplay and visual prompts directing players to attack specific enemy body parts with cumulative team progress tracking. Platform work created bridges between full client games and web-based simulation versions fetching existing player data. The common problems: inefficient trial-and-error control placement loops, and generic promotional content lacking personalization.
Nvidia received 4 patents across AI/ML (2) addressing machine learning applications for graphics optimization and player behavior modeling.
Google received 3 patents covering Graphics (1) and VR/AR (1). Graphics work aligned variable refresh rate display timing with PWM brightness control to prevent flicker during frame rendering delays. VR/AR patents positioned AR displays through specific optical power zones of multi-focal lenses.
EA received 2 patents across Game Engine (1) and AI/ML (1) covering collision detection optimization and machine learning for automated testing.
Microsoft received 2 patents addressing Cross-Platform networking with QoS packet tagging for virtualized Xbox operating systems, prioritizing latency-sensitive multiplayer traffic.
Emerging Themes
8 patents from 5 companies (Sony, Tencent, Nintendo, Nvidia, Roblox) addressed automated gameplay analysis and player assistance. Sony developed machine learning predicting struggle points and providing haptic guidance. Nvidia created neural networks analyzing skilled players to generate personalized training recommendations. Roblox built content moderation systems analyzing developer history and user behavior patterns. The common problems: players abandoning games at difficulty spikes, novice players lacking coaching access, and scaling human moderation across thousands of daily submissions.
7 patents from 4 companies (Sony, Nvidia, Tencent, ByteDance) covered AI-driven content generation and streaming automation. Sony used NeRF and stable diffusion models to create personalized 3D items in under 2 minutes based on player history. Nvidia developed natural language processing analyzing game logs to identify events without rigid API integration. Tencent automated commentary video production by synchronizing AI-generated narration with rendered gameplay. ByteDance converted streamer physical actions into game control inputs via computer vision. The common problems: manual video production requiring extensive labor, limited API integration flexibility, and monotonous traditional streaming formats.
6 patents from 5 companies (Panda Hardware, Sprama Game Labs, Push-Run Holdings, Backbone Labs, Shenzhen Lidacheng) addressed modular hardware design reducing replacement costs. Panda Hardware created removable joystick gates and magnetic shell systems preventing damage during customization. Sprama split interactive board games into reusable consoles and simple RFID platforms. Push-Run designed expandable retro gaming bases accepting physical modules for different systems. The common problems: permanent controller damage from gate modifications, expensive per-game electronics in board games, and requiring separate hardware purchases for each legacy system.
5 patents from 4 companies (Adeia, Samsung, Google, Tesoro) covered dynamic optimization balancing quality and performance constraints. Samsung intelligently selected image enhancements based on calculated input lag allowance using AI to analyze content metadata and network conditions. MediaTek monitored power consumption and thermal limits to reduce specific graphics metrics when approaching budgets. Google aligned VRR display timing with PWM brightness control preventing flicker during variable frame rendering. The common problems: cloud gaming tension between visual quality and responsiveness, mobile gaming thermal throttling causing performance drops, and flicker from frame timing misalignment.
5 patents from 4 companies (Atlas Reality, Sony, Individual, Nant Holdings) addressed blockchain-based asset ownership and cross-game portability. Atlas Reality and Individual inventors created systems for NFTs usable across multiple games through standardized interfaces with on-chain verification. Sony tracked digital assets using blockchain technology computing value based on achievement worth. Nant Holdings distributed tokens through AR experiences tied to physical locations. The common problems: players losing items when servers shut down, game assets siloed within individual platforms, and purely virtual assets lacking real-world experiential value.
4 patents from 3 companies (Tencent, Activision Blizzard, EA) addressed player retention through seamless feature integration. Activision Blizzard switched mobile games between full gameplay and lightweight social modes based on device orientation. EA tracked campaign progress to match players into multiplayer sessions where they complete individual story objectives simultaneously. Tencent enabled control adjustments during active gameplay and built web demos reflecting actual player progress. The common problems: friction accessing communication requiring full game launches inappropriate for school environments, traditional separation between narrative progression and multiplayer, and inefficient settings menu iteration breaking gameplay flow.
4 patents from 4 companies (ByteDance, Tesoro, King.Com, Fandex) covered monetization through integrated commerce and progression systems. ByteDance embedded transactional ad units directly into host applications supporting reward mechanisms like virtual currency. Tesoro verified actual purchases through payment transaction data to award in-game rewards for real spending. King.Com layered task completion with narrative dialog and upgradeable environments creating interconnected progression loops. The common problems: user experience disruption from redirects to external purchase sites reducing conversion rates, disconnect between location-based games and measurable purchase tracking, and engagement retention challenges in casual match-3 games.
Key Takeaways
56 of 154 patents addressed cross-platform and cloud gaming technologies from companies including Sony, Tencent, Adeia, and Samsung. These patents covered video stream manipulation, asset portability systems, and dynamic quality optimization balancing latency constraints with visual fidelity.
Hardware modularity appeared across 29 patents from companies like Panda Hardware, Sprama Game Labs, and Push-Run Holdings, while 20 UI/UX patents from Tencent, AMD, and Sony addressed real-time customization. Both categories targeted similar problems: reducing replacement costs, preventing user-inflicted damage, and eliminating iteration loops that break player immersion.
Player assistance through AI appeared in 17 patents from Sony, Nvidia, and Roblox addressing struggle prediction and content moderation, while 13 monetization patents from Atlas Reality, ByteDance, and Tesoro covered blockchain assets and integrated commerce. The shared focus: automating systems that traditionally required human intervention or manual processes.
VR/AR technologies represented 42 patents spanning prescription lens compatibility, bandwidth optimization, and location-based tracking from Google, Sony, GravityXR, and Infinitus Holdings. The problems addressed: fundamental hardware constraints including optical distortion, data transfer bottlenecks, and GPS limitations in indoor environments.