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DIFF Subgroup
A63F 13/33

using wide area network [WAN] connections

Introduced: January 2014

Full Title

Video games, i.e. games using an electronically generated display having two or more dimensions > Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers > using wide area network [WAN] connections

IPC and CPC are identically structured here. All 3 subcodes exist in both systems.

IPC defines codes here since 2014.

Child Classifications

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  • A63F 13/332 using wireless networks, e.g. cellular phone networks since 2014 IPC+CPC Available in IPC and CPC
  • A63F 13/335 using Internet since 2014 IPC+CPC Available in IPC and CPC
  • A63F 13/338 using television networks since 2014 IPC+CPC Available in IPC and CPC

Top Applicants

Top Applicants (IPC)

Class A63,2013–2023, worldwide · Source: EPO PATSTAT

  1. SANKYO 23,899
  2. SANYO PRODUCT COMPANY 23,718
  3. DAIICHI SHOKAI COMPANY 13,338
  4. KYORAKU SANGYO 10,447
  5. UNIVERSAL ENTERTAINMENT CORPORATION 9,545
  6. SANEI R & D COMPANY 9,135
  7. SAMMY CORPORATION 7,126
  8. NEWGIN CORPORATION 5,651
  9. NETEASE 4,877
  10. HEIWA CORPORATION 3,938

Top Applicants (CPC)

Class A63,2013–2023, worldwide · Source: EPO PATSTAT

  1. NETEASE 4,324
  2. TENCENT TECHNOLOGY (SHENZHEN) COMPANY 3,255
  3. SONY INTERACTIVE ENTERTAINMENT JP 2,643
  4. TENCENT TECHNOLOGY (SHENZHEN) COMPANY CN 2,353
  5. UNIVERSAL CITY STUDIOS US 2,005
  6. KARSTEN MANUFACTURING CORPORATION US 1,883
  7. ACUSHNET COMPANY US 1,495
  8. MICROSOFT TECHNOLOGY LICENSING US 1,272
  9. NINTENDO COMPANY JP 1,260
  10. SONY CORPORATION JP 1,169