A63F 13/577 using determination of contact between game characters or objects, e.g. to avoid collision between virtual racing cars
Introduced: January 2014
Full Title
Full titles differ between systems:
Video games, i.e. games using an electronically generated display having two or more dimensions > Controlling game characters or game objects based on the game progress > 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
Video games, i.e. games using an electronically generated display having two or more dimensions > Controlling game characters or game objects based on the game progress > Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game (A63F13/56 takes precedence) > using determination of contact between game characters or objects, e.g. to avoid collision between virtual racing cars
No child classifications to compare. This is a leaf node in both 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