- International families
- 33k2015 to 2024
- Leading country
- Japan1.4× the next
- All families
- 237khome filings included
- Over five years
- Rising2020 to 2024 against the five before
Year by year
Patent families by country of origin and the year of the earliest filing, 2000 to 2025; 2025 is a part year, still filling in. International families are those for which protection was sought beyond one country.
Volume
International patent families in the capability, by the year of the earliest filing.
Source: Global Institute for National Capability (GINC), 2026. Underlying patents from 107 patent offices, IFI CLAIMS and Google
Share by country
Each country's share of the year's international families, in per cent: the capability's five largest countries of origin, 2015 to 2024, and the rest of the world.
Source: Global Institute for National Capability (GINC), 2026. Underlying patents from 107 patent offices, IFI CLAIMS and Google
Country leaderboard
International patent families, 2015 to 2024, by country of origin. Growth compares the latest five full years with the five before.
Ten largest
Japan
United States
China
South Korea
Taiwan
United Kingdom
Germany
France
Australia
Canada
9,492
7,019
6,834
3,079
1,031
695
693
456
409
403
| 2000 to 2025 | ||||||
|---|---|---|---|---|---|---|
| 1 | Japan | 9,492 | 28.6% | 0.9× | 138,796 | |
| 2 | United States | 7,019 | 21.1% | 1.1× | 16,529 | |
| 3 | China | 6,834 | 20.6% | 1.9× | 55,703 | |
| 4 | South Korea | 3,079 | 9.3% | 1.0× | 13,988 | |
| 5 | Taiwan | 1,031 | 3.1% | 0.9× | 1,975 | |
| 6 | United Kingdom | 695 | 2.1% | 1.0× | 1,011 | |
| 7 | Germany | 693 | 2.1% | 1.0× | 1,276 | |
| 8 | France | 456 | 1.4% | 1.0× | 725 | |
| 9 | Australia | 409 | 1.2% | 0.5× | 616 | |
| 10 | Canada | 403 | 1.2% | 0.8× | 769 | |
| 11 | Singapore | 292 | 0.9% | 1.9× | 378 | |
| 12 | Israel | 215 | 0.6% | 0.9× | 331 | |
| 13 | Sweden | 208 | 0.6% | 0.9× | 261 | |
| 14 | Finland | 197 | 0.6% | 0.9× | 230 | |
| 15 | Switzerland | 189 | 0.6% | 1.1× | 282 | |
| 16 | Italy | 180 | 0.5% | 1.0× | 336 | |
| 17 | Netherlands | 152 | 0.5% | 0.6× | 221 | |
| 18 | India | 135 | 0.4% | 1.0× | 194 | |
| 19 | Cayman Islands | 124 | 0.4% | 2.6× | 143 | |
| 20 | Spain | 113 | 0.3% | 0.7× | 184 | |
| 21 | Denmark | 113 | 0.3% | 0.9× | 164 | |
| 22 | Austria | 109 | 0.3% | 1.1× | 142 | |
| 23 | Russia | 99 | 0.3% | 0.5× | 347 | |
| 24 | New Zealand | 92 | 0.3% | 3.6× | 111 | |
| 25 | Türkiye | 90 | 0.3% | 0.9× | 281 | |
| 26 | Ireland | 76 | 0.2% | 1.8× | 109 | |
| 27 | Hong Kong | 65 | 0.2% | 0.5× | 137 | |
| 28 | Belgium | 63 | 0.2% | 1.0× | 95 | |
| 29 | Brazil | 45 | 0.1% | 0.7× | 203 | |
| 30 | Luxembourg | 38 | 0.1% | 0.6× | 40 | |
| 31 | Norway | 35 | 0.1% | 1.1× | 45 | |
| 32 | Poland | 34 | 0.1% | 1.1× | 115 | |
| 33 | Hungary | 30 | 0.1% | 0.3× | 85 | |
| 34 | South Africa | 21 | 0.1% | 0.3× | 23 | |
| 35 | Mexico | 16 | 0.0% | 1.3× | 42 | |
| 36 | Portugal | 16 | 0.0% | 0.6× | 25 | |
| 37 | Czechia | 14 | 0.0% | 0.6× | 50 | |
| 38 | Saudi Arabia | 4 | 0.0% | 1.0× | 13 | |
| 39 | Liechtenstein | 4 | 0.0% | 0.3× | 5 | |
| 40 | Malaysia | 4 | 0.0% | 0.0× | 13 |
Applicants
The largest applicants by international patent families, 2015 to 2024: across the world, then within each of the five countries with the most families in Creative Industries & Cultural Export Reach. Names are as held in the source and are not consolidated across subsidiaries.
Global
33,201 international families
TENCENT TECH SHENZHEN CO LTD · China
SONY INTERACTIVE ENTERTAINMENT INC · Japan
SAMSUNG ELECTRONICS CO LTD · South Korea
SONY GROUP CORP · Japan
CANON KK · Japan
YAMAHA CORP · Japan
1,397
1,360
815
681
677
656
Japan
9,492 international families
SONY INTERACTIVE ENTERTAINMENT INC
CANON KK
SONY GROUP CORP
YAMAHA CORP
NINTENDO CO LTD
SONY CORP
1,222
677
673
656
650
609
United States
7,019 international families
MICROSOFT TECHNOLOGY LICENSING LLC
Sony Interactive Entertainment LLC
GOOGLE LLC
APPLE INC
SNAP INC
UNIVERSAL CITY STUDIOS LLC
392
285
247
245
205
167
China
6,834 international families
TENCENT TECH SHENZHEN CO LTD
BEIJING ZITIAO NETWORK TECHNOLOGY CO LTD
NETEASE HANGZHOU NETWORK CO LTD
HUAWEI TECH CO LTD
SZ DJI TECHNOLOGY CO LTD
BEIJING BYTEDANCE NETWORK TECH CO LTD
1,396
597
540
397
226
207
South Korea
3,079 international families
SAMSUNG ELECTRONICS CO LTD
LG ELECTRONICS INC
NCSOFT CORP
ELECTRONICS & TELECOMMUNICATIONS RES INST
HYUNDAI MOTOR CO LTD
LINE PLUS CORP
812
149
80
64
49
48
Taiwan
1,031 international families
HTC CORP
REALTEK SEMICONDUCTOR CORP
ATEN INT CO LTD
ACER INC
DEXIN CORP
MEDIATEK INC
79
46
42
38
36
34
Similar capabilities
The nine capabilities that share the most international patent families with Creative Industries & Cultural Export Reach, 2015 to 2024: the families counted in both as a share of those counted in either. Each card shows its five largest countries.
Critical Technology
Human-Machine Interfaces
5.7% shared · 4,525 families in both
United States
Japan
China
South Korea
Germany
14,516
9,319
7,249
6,474
2,639
Information & Influence
International Media & Broadcasting
5.4% shared · 3,905 families in both
China
United States
Japan
South Korea
France
11,427
11,259
6,437
6,383
1,042
Governance & Integrity
Policing & Law Enforcement
3.3% shared · 2,885 families in both
Japan
China
United States
South Korea
Germany
13,305
11,355
11,063
6,119
3,107
Strategic Infrastructure
Education & Skills Infrastructure
2.7% shared · 1,203 families in both
United States
Japan
China
South Korea
Germany
3,247
2,198
1,763
1,499
503
Critical Technology
Applied AI & Advanced Analytics
2.5% shared · 5,946 families in both
United States
China
Japan
South Korea
Germany
52,577
44,684
37,272
22,879
11,142
Strategic Infrastructure
AI Tools & Applications
2.5% shared · 6,280 families in both
United States
China
Japan
South Korea
Germany
59,104
48,655
39,220
27,537
12,086
Information & Influence
Sports & Major Events
1.9% shared · 983 families in both
United States
Japan
China
South Korea
Taiwan
4,602
2,533
2,150
1,982
1,001
Critical Technology
Machine Learning & Foundation Models
1.5% shared · 2,080 families in both
United States
China
South Korea
Japan
Germany
32,358
20,768
15,108
13,257
5,948
Production & Innovation
Services Economy
1.4% shared · 1,607 families in both
United States
Japan
South Korea
China
Germany
24,048
16,321
11,491
8,566
3,398
Crosswalk
How Creative Industries & Cultural Export Reach is matched to the patent classifications. The entries below were chosen for it; each stands for itself and everything beneath it in the scheme, 2,189 Cooperative entries in all. A patent family counts when any of its codes, in either scheme and at any office, falls under one of them. Codes since retired are placed under the entries that replaced them.
| Entry | Title in the scheme | Why it is chosen | CPC codes | IPC codes | Documents |
|---|---|---|---|---|---|
| A63F | Card, board, or roulette games; indoor games using small moving playing bodies; video games; games not otherwise provided for | Card, board and video games | 1,393 | 183 | 1,444,914 |
| G10H | Electrophonic musical instruments; instruments in which the tones are generated by electromechanical means or electronic generators, or in which the tones are synthesised from a data store | Electronic musical instruments and music synthesis | 630 | 65 | 300,295 |
| G10D | Stringed musical instruments; wind musical instruments; accordions or concertinas; percussion musical instruments; aeolian harps; singing-flame musical instruments; musical instruments not otherwise provided for | Stringed, wind and percussion musical instruments | 115 | 85 | 101,107 |
| G10C | Pianos, harpsichords, spinets or similar stringed musical instruments with one or more keyboards | Pianos and similar keyboard instruments | 36 | 35 | 29,268 |
| G06T13/00 | Animation | Computer animation | 7 | 5 | 73,261 |
| H04N5/222 | Studio circuitry; Studio devices; Studio equipment | Television and film studio equipment and special effects | 22 | 10 | 147,448 |
| G03B19/18 | Motion-picture cameras | Motion-picture cameras | 5 | 5 | 9,523 |
| A63J | Devices for theatres, circuses, or the like; conjuring appliances or the like | Stage, theatre and cinema devices | 37 | 20 | 25,376 |
CPC and IPC codes are the codes in use on patent documents, at any office, that fall under the entry. Documents is the larger of the two schemes' counts of documents carrying one of them. An entry with no IPC codes can be told apart only in the Cooperative scheme.
The Cooperative codes in use that count towards Creative Industries & Cultural Export Reach: 2,245 codes on 2,087,643 documents. The 150 most used are listed; the full list is in the cpc-to-capability.csv download.
| Code | Title | Under entry | How placed | Documents |
|---|---|---|---|---|
| G06T13/40 | Three-dimensional [3D] animation of characters, e.g. humans, animals or virtual beings | G06T13/00 | In the scheme | 31,801 |
| A63F13/52 | Controlling the output signals based on the game progress involving aspects of the displayed game scene | A63F | In the scheme | 25,797 |
| H04N5/265 | Mixing | H04N5/222 | In the scheme | 25,211 |
| A63F13/35 | Details of game servers | A63F | In the scheme | 22,246 |
| A63F13/213 | Input arrangements for video game devices characterised by their sensors, purposes or types comprising photodetecting means, e.g. cameras, photodiodes or infrared cells | A63F | In the scheme | 20,677 |
| H04N5/2628 | Alteration of picture size, shape, position or orientation, e.g. zooming, rotation, rolling, perspective, translation | H04N5/222 | In the scheme | 20,244 |
| A63F13/30 | Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers | A63F | In the scheme | 18,999 |
| A63F13/79 | Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories | A63F | In the scheme | 18,815 |
| H04N5/262 | Studio circuits, e.g. for mixing, switching-over, change of character of image, other special effects ; Cameras specially adapted for the electronic generation of special effects | H04N5/222 | In the scheme | 18,537 |
| A63F13/45 | Controlling the progress of the video game | A63F | In the scheme | 17,922 |
| A63F13/24 | Constructional details thereof, e.g. game controllers with detachable joystick handles | A63F | In the scheme | 17,095 |
| H04N5/272 | Means for inserting a foreground image in a background image, i.e. inlay, outlay | H04N5/222 | In the scheme | 16,634 |
| G06T13/80 | Two-dimensional [2D] animation, e.g. using sprites | G06T13/00 | In the scheme | 15,023 |
| A63F13/92 | Video game devices specially adapted to be hand-held while playing | A63F | In the scheme | 13,963 |
| A63F13/12 | Retired code | A63F | Retired, by main group | 13,784 |
| A63F13/42 | Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle | A63F | In the scheme | 13,602 |
| A63F13/2145 | Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads the surface being also a display device, e.g. touch screens | A63F | In the scheme | 13,502 |
| A63F13/822 | Strategy games; Role-playing games | A63F | In the scheme | 13,497 |
| A63F13/211 | Input arrangements for video game devices characterised by their sensors, purposes or types using inertial sensors, e.g. accelerometers or gyroscopes | A63F | In the scheme | 13,488 |
| A63F13/69 | Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions | A63F | In the scheme | 13,290 |
| A63F13/533 | Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu | A63F | In the scheme | 12,908 |
| A63F13/55 | Controlling game characters or game objects based on the game progress | A63F | In the scheme | 12,796 |
| A63F13/00 | Video games, i.e. games using an electronically generated display having two or more dimensions | A63F | In the scheme | 11,931 |
| G10H1/0008 | Associated control or indicating means | G10H | In the scheme | 11,428 |
| A63F13/65 | Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor automatically by game devices or servers from real world data, e.g. measurement in live racing competition | A63F | In the scheme | 11,239 |
| A63F13/10 | Retired code | A63F | Retired, by main group | 11,177 |
| A63F13/335 | Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using Internet | A63F | In the scheme | 11,151 |
| A63F13/25 | Output arrangements for video game devices | A63F | In the scheme | 10,973 |
| G06T13/20 | Three-dimensional [3D] animation | G06T13/00 | In the scheme | 10,803 |
| A63F13/428 | Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving motion or position input signals, e.g. signals representing the rotation of an input controller or a player's arm motions sensed by accelerometers or gyroscopes | A63F | In the scheme | 10,640 |
| A63F13/56 | Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding | A63F | In the scheme | 10,525 |
| G06T13/00 | Animation | G06T13/00 | In the scheme | 10,373 |
| A63F13/537 | Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen | A63F | In the scheme | 10,214 |
| A63F13/795 | Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for finding other players; for building a team; for providing a buddy list | A63F | In the scheme | 10,055 |
| A63F2300/8082 | Virtual reality | A63F | In the scheme | 10,024 |
| A63F13/837 | Shooting of targets | A63F | In the scheme | 10,008 |
| H04N5/268 | Signal distribution or switching | H04N5/222 | In the scheme | 9,885 |
| A63F13/67 | Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use | A63F | In the scheme | 9,445 |
| A63F2300/308 | Details of the user interface | A63F | In the scheme | 9,363 |
| A63F13/60 | Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor | A63F | In the scheme | 9,344 |
| A63F13/58 | Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level | A63F | In the scheme | 9,332 |
| A63F13/77 | Game security or game management aspects involving data related to game devices or game servers, e.g. configuration data, software version or amount of memory | A63F | In the scheme | 9,257 |
| A63F13/285 | Generating tactile feedback signals via the game input device, e.g. force feedback | A63F | In the scheme | 9,226 |
| A63F13/355 | Performing operations on behalf of clients with restricted processing capabilities, e.g. servers transform changing game scene into an encoded video stream for transmitting to a mobile phone or a thin client | A63F | In the scheme | 9,036 |
| H04N5/2621 | Cameras specially adapted for the electronic generation of special effects during image pickup, e.g. digital cameras, camcorders, video cameras having integrated special effects capability | H04N5/222 | In the scheme | 9,016 |
| A63F13/212 | Input arrangements for video game devices characterised by their sensors, purposes or types using sensors worn by the player, e.g. for measuring heart beat or leg activity | A63F | In the scheme | 8,949 |
| A63F13/87 | Communicating with other players during game play, e.g. by e-mail or chat | A63F | In the scheme | 8,872 |
| A63F13/54 | Controlling the output signals based on the game progress involving acoustic signals, e.g. for simulating revolutions per minute [RPM] dependent engine sounds in a driving game or reverberation against a virtual wall | A63F | In the scheme | 8,413 |
| A63F13/80 | Special adaptations for executing a specific game genre or game mode | A63F | In the scheme | 7,796 |
| A63F13/235 | Input arrangements for video game devices for interfacing with the game device, e.g. specific interfaces between game controller and console using a wireless connection, e.g. infrared or piconet | A63F | In the scheme | 7,790 |
| A63F13/812 | Ball games, e.g. soccer or baseball | A63F | In the scheme | 7,726 |
| A63F13/46 | Computing the game score | A63F | In the scheme | 7,722 |
| A63F13/44 | Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment involving timing of operations, e.g. performing an action within a time slot | A63F | In the scheme | 7,707 |
| A63F13/245 | Constructional details thereof, e.g. game controllers with detachable joystick handles specially adapted to a particular type of game, e.g. steering wheels | A63F | In the scheme | 7,653 |
| A63F13/803 | Driving vehicles or craft, e.g. cars, airplanes, ships, robots or tanks | A63F | In the scheme | 7,510 |
| A63F3/00157 | Casino or betting games | A63F | In the scheme | 7,417 |
| A63F2300/407 | Data transfer via internet | A63F | In the scheme | 7,415 |
| A63F13/98 | Accessories, i.e. detachable arrangements optional for the use of the video game device, e.g. grip supports of game controllers | A63F | In the scheme | 7,364 |
| A63F13/53 | Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game | A63F | In the scheme | 7,285 |
| A63F13/26 | Output arrangements for video game devices having at least one additional display device, e.g. on the game controller or outside a game booth | A63F | In the scheme | 7,264 |
| A63F13/95 | Storage media specially adapted for storing game information, e.g. video game cartridges | A63F | In the scheme | 7,252 |
| A63F9/24 | Games using electronic circuits not otherwise provided for | A63F | In the scheme | 7,242 |
| A63F13/63 | Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by the player, e.g. authoring using a level editor | A63F | In the scheme | 7,172 |
| A63F13/86 | Watching games played by other players | A63F | In the scheme | 7,122 |
| A63F2300/204 | Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform the platform being a handheld device | A63F | In the scheme | 7,118 |
| A63F2300/66 | Methods for processing data by generating or executing the game program for rendering three dimensional images | A63F | In the scheme | 7,018 |
| A63F13/426 | Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving on-screen location information, e.g. screen coordinates of an area at which the player is aiming with a light gun | A63F | In the scheme | 6,955 |
| H04N5/222 | Studio circuitry; Studio devices; Studio equipment | H04N5/222 | In the scheme | 6,938 |
| A63F13/798 | Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for assessing skills or for ranking players, e.g. for generating a hall of fame | A63F | In the scheme | 6,914 |
| A63F2300/1043 | Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals being characterized by constructional details | A63F | In the scheme | 6,841 |
| A63F13/352 | Details of game servers involving special game server arrangements, e.g. regional servers connected to a national server or a plurality of servers managing partitions of the game world | A63F | In the scheme | 6,815 |
| A63F2300/6045 | Methods for processing data by generating or executing the game program for mapping control signals received from the input arrangement into game commands | A63F | In the scheme | 6,689 |
| G10D13/02 | Drums; Tambourines with drumheads | G10D | In the scheme | 6,615 |
| A63F13/23 | Input arrangements for video game devices for interfacing with the game device, e.g. specific interfaces between game controller and console | A63F | In the scheme | 6,604 |
| A63F13/22 | Setup operations, e.g. calibration, key configuration or button assignment | A63F | In the scheme | 6,470 |
| H04N5/2624 | Studio circuits, e.g. for mixing, switching-over, change of character of image, other special effects ; Cameras specially adapted for the electronic generation of special effects for obtaining an image which is composed of whole input images, e.g. splitscreen | H04N5/222 | In the scheme | 6,425 |
| A63F2300/807 | Role playing or strategy games | A63F | In the scheme | 6,408 |
| A63F13/57 | Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game | A63F | In the scheme | 6,335 |
| A63F2300/64 | Methods for processing data by generating or executing the game program for computing dynamical parameters of game objects, e.g. motion determination or computation of frictional forces for a virtual car | A63F | In the scheme | 6,061 |
| A63F2300/1075 | Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals being specially adapted to detect the point of contact of the player on a surface, e.g. floor mat, touch pad using a touch screen | A63F | In the scheme | 5,864 |
| A63F13/358 | Adapting the game course according to the network or server load, e.g. for reducing latency due to different connection speeds between clients | A63F | In the scheme | 5,861 |
| A63F13/5375 | Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for graphically or textually suggesting an action, e.g. by displaying an arrow indicating a turn in a driving game | A63F | In the scheme | 5,777 |
| A63F13/71 | Game security or game management aspects using secure communication between game devices and game servers, e.g. by encrypting game data or authenticating players | A63F | In the scheme | 5,717 |
| A63F13/5255 | Changing parameters of virtual cameras according to dedicated instructions from a player, e.g. using a secondary joystick to rotate the camera around a player's character | A63F | In the scheme | 5,652 |
| A63F2300/105 | Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals using inertial sensors, e.g. accelerometers, gyroscopes | A63F | In the scheme | 5,521 |
| A63F2300/1087 | Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals comprising photodetecting means, e.g. a camera | A63F | In the scheme | 5,436 |
| G10H1/0025 | Automatic or semi-automatic music composition, e.g. producing random music, applying rules from music theory or modifying a musical piece | G10H | In the scheme | 5,394 |
| A63F13/85 | Providing additional services to players | A63F | In the scheme | 5,372 |
| A63F13/216 | Input arrangements for video game devices characterised by their sensors, purposes or types using geographical information, e.g. location of the game device or player using GPS | A63F | In the scheme | 5,366 |
| A63F2300/8076 | Shooting | A63F | In the scheme | 5,341 |
| G03B19/18 | Motion-picture cameras | G03B19/18 | In the scheme | 5,325 |
| A63F13/48 | Starting a game, e.g. activating a game device or waiting for other players to join a multiplayer session | A63F | In the scheme | 5,231 |
| A63F13/90 | Constructional details or arrangements of video game devices not provided for in groups A63F13/20 or A63F13/25, e.g. housing, wiring, connections or cabinets | A63F | In the scheme | 5,185 |
| A63F2300/69 | Involving elements of the real world in the game world, e.g. measurement in live races, real video | A63F | In the scheme | 5,166 |
| A63F13/28 | Output arrangements for video game devices responding to control signals received from the game device for affecting ambient conditions, e.g. for vibrating players' seats, activating scent dispensers or affecting temperature or light | A63F | In the scheme | 5,130 |
| A63F13/792 | Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for payment purposes, e.g. monthly subscriptions | A63F | In the scheme | 5,120 |
| A63F1/00 | Card games | A63F | In the scheme | 5,110 |
| A63F2300/206 | Game information storage, e.g. cartridges, CD ROM's, DVD's, smart cards | A63F | In the scheme | 5,099 |
| A63F2300/8017 | Driving on land or water; Flying | A63F | In the scheme | 5,092 |
| A63F13/332 | Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using wireless networks, e.g. cellular phone networks | A63F | In the scheme | 5,053 |
| G10H1/32 | Constructional details | G10H | In the scheme | 5,036 |
| A63F13/215 | Input arrangements for video game devices characterised by their sensors, purposes or types comprising means for detecting acoustic signals, e.g. using a microphone | A63F | In the scheme | 4,989 |
| G10H1/0066 | Transmission between separate instruments or between individual components of a musical system using a MIDI interface | G10H | In the scheme | 4,851 |
| G10H1/34 | Switch arrangements, e.g. keyboards or mechanical switches specially adapted for electrophonic musical instruments | G10H | In the scheme | 4,815 |
| A63F13/31 | Communication aspects specific to video games, e.g. between several handheld game devices at close range | A63F | In the scheme | 4,802 |
| A63F1/18 | Scoring or registering devices; Indicators | A63F | In the scheme | 4,746 |
| A63F2300/65 | Methods for processing data by generating or executing the game program for computing the condition of a game character | A63F | In the scheme | 4,744 |
| A63F13/655 | Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor automatically by game devices or servers from real world data, e.g. measurement in live racing competition by importing photos, e.g. of the player | A63F | In the scheme | 4,742 |
| A63F2300/8011 | Ball | A63F | In the scheme | 4,736 |
| A63F13/214 | Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads | A63F | In the scheme | 4,678 |
| A63F1/14 | Card dealers | A63F | In the scheme | 4,663 |
| A63F13/20 | Input arrangements for video game devices | A63F | In the scheme | 4,549 |
| G10H1/361 | Recording/reproducing of accompaniment for use with an external source, e.g. karaoke systems | G10H | In the scheme | 4,535 |
| A63F13/75 | Enforcing rules, e.g. detecting foul play or generating lists of cheating players | A63F | In the scheme | 4,529 |
| G10H1/00 | Details of electrophonic musical instruments | G10H | In the scheme | 4,486 |
| A63F2300/5546 | Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history | A63F | In the scheme | 4,459 |
| A63F13/73 | Authorising game programs or game devices, e.g. checking authenticity | A63F | In the scheme | 4,394 |
| A63F13/21 | Input arrangements for video game devices characterised by their sensors, purposes or types | A63F | In the scheme | 4,362 |
| G10D1/08 | Guitars | G10D | In the scheme | 4,350 |
| A63F2300/1062 | Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals being specially adapted to a type of game, e.g. steering wheel | A63F | In the scheme | 4,279 |
| A63F13/525 | Changing parameters of virtual cameras | A63F | In the scheme | 4,207 |
| A63F13/40 | Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment | A63F | In the scheme | 4,198 |
| A63F2300/406 | Transmission via wireless network, e.g. pager or GSM | A63F | In the scheme | 4,183 |
| A63F2300/5553 | Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history user representation in the game field, e.g. avatar | A63F | In the scheme | 4,117 |
| A63F13/5372 | Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for tagging characters, objects or locations in the game scene, e.g. displaying a circle under the character controlled by the player | A63F | In the scheme | 4,114 |
| A63F2300/50 | Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers | A63F | In the scheme | 4,104 |
| G10H1/40 | Rhythm | G10H | In the scheme | 4,100 |
| A63F1/06 | Card game appurtenances | A63F | In the scheme | 4,087 |
| A63F1/02 | Cards; Special shapes of cards | A63F | In the scheme | 4,060 |
| A63F2300/1037 | Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals being specially adapted for converting control signals received from the game device into a haptic signal, e.g. using force feedback | A63F | In the scheme | 4,029 |
| A63F13/847 | Cooperative playing, e.g. requiring coordinated actions from several players to achieve a common goal | A63F | In the scheme | 4,024 |
| A63F13/218 | Input arrangements for video game devices characterised by their sensors, purposes or types using pressure sensors, e.g. generating a signal proportional to the pressure applied by the player | A63F | In the scheme | 3,931 |
| A63F13/577 | Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game using determination of contact between game characters or objects, e.g. to avoid collision between virtual racing cars | A63F | In the scheme | 3,921 |
| G10C3/12 | Keyboards; Keys | G10C | In the scheme | 3,920 |
| A63F2300/552 | Details of game data or player data management for downloading to client devices, e.g. using OS version, hardware or software profile of the client device | A63F | In the scheme | 3,913 |
| A63F13/814 | Musical performances, e.g. by evaluating the player's ability to follow a notation | A63F | In the scheme | 3,834 |
| G10H1/0091 | Means for obtaining special acoustic effects | G10H | In the scheme | 3,805 |
| A63F13/327 | Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using local area network [LAN] connections using wireless networks, e.g. Wi-Fi® or piconet | A63F | In the scheme | 3,740 |
| A63F13/573 | Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game using trajectories of game objects, e.g. of a golf ball according to the point of impact | A63F | In the scheme | 3,733 |
| A63F3/02 | Chess; Similar board games | A63F | In the scheme | 3,705 |
| A63F13/843 | Special adaptations for executing a specific game genre or game mode involving concurrently two or more players on the same game device, e.g. requiring the use of a plurality of controllers or of a specific view of game data for each player | A63F | In the scheme | 3,694 |
| A63F2300/572 | Communication between players during game play of non game information, e.g. e-mail, chat, file transfer, streaming of audio and streaming of video | A63F | In the scheme | 3,691 |
| A63F2300/303 | Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display | A63F | In the scheme | 3,658 |
| A63F3/00006 | Board games played along a linear track, e.g. game of goose, snakes and ladders, along an endless track | A63F | In the scheme | 3,623 |
| A63F3/00643 | Electric board games; Electric features of board games | A63F | In the scheme | 3,607 |
| G06T13/205 | Three-dimensional [3D] animation driven by audio data | G06T13/00 | In the scheme | 3,580 |
| A63F13/50 | Controlling the output signals based on the game progress | A63F | In the scheme | 3,563 |
| A63F13/497 | Partially or entirely replaying previous game actions | A63F | In the scheme | 3,543 |
| A63F2300/1093 | Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals comprising photodetecting means, e.g. a camera using visible light | A63F | In the scheme | 3,521 |
| A63F9/10 | Two-dimensional [2D] jig-saw puzzles | A63F | In the scheme | 3,509 |
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