DIFF Subgroup
A63F 13/40 Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
Introduced: January 2014
Full Title
Video games, i.e. games using an electronically generated display having two or more dimensions > Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
Additional Content IPC
input arrangements for game devices
IPC and CPC are identically structured here. All 2 subcodes exist in both systems.
IPC defines codes here since 2014.
Child Classifications
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- A63F 13/42 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 since 2014 IPC+CPC Available in IPC and CPC
- A63F 13/44 involving timing of operations, e.g. performing an action within a time slot since 2014 IPC+CPC Available in IPC and CPC
Top Applicants
Top Applicants (IPC)
Class A63,2013–2023, worldwide · Source: EPO PATSTAT
- SANKYO 23,899
- SANYO PRODUCT COMPANY 23,718
- DAIICHI SHOKAI COMPANY 13,338
- KYORAKU SANGYO 10,447
- UNIVERSAL ENTERTAINMENT CORPORATION 9,545
- SANEI R & D COMPANY 9,135
- SAMMY CORPORATION 7,126
- NEWGIN CORPORATION 5,651
- NETEASE 4,877
- HEIWA CORPORATION 3,938
Top Applicants (CPC)
Class A63,2013–2023, worldwide · Source: EPO PATSTAT
- NETEASE 4,324
- TENCENT TECHNOLOGY (SHENZHEN) COMPANY 3,255
- SONY INTERACTIVE ENTERTAINMENT JP 2,643
- TENCENT TECHNOLOGY (SHENZHEN) COMPANY CN 2,353
- UNIVERSAL CITY STUDIOS US 2,005
- KARSTEN MANUFACTURING CORPORATION US 1,883
- ACUSHNET COMPANY US 1,495
- MICROSOFT TECHNOLOGY LICENSING US 1,272
- NINTENDO COMPANY JP 1,260
- SONY CORPORATION JP 1,169