A63F 13/424 involving acoustic input signals, e.g. by using the results of pitch or rhythm extraction or voice recognition
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 > 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 acoustic input signals, e.g. by using the results of pitch or rhythm extraction or voice recognition
Classification Context
- Section:
- HUMAN NECESSITIES
- Class:
- SPORTS; GAMES; AMUSEMENTS
- Subclass:
- CARD, BOARD OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
Filing statistics
IPC A63F 13/424 belongs to the parent subclass A63F, which recorded 258,711 patent applications worldwide between 2013 and 2023. Annual filings grew from 17,709 in 2013 to 25,753 in 2023 (+45%), peaking at 26,705 applications in 2019. The most active applicants in class A63 are SANKYO (23,899 applications), SANYO PRODUCT COMPANY (23,718 applications) and DAIICHI SHOKAI COMPANY (13,338 applications).
Source: EPO PATSTAT, worldwide filings
Additional Content
input arrangements for game devices comprising means for detecting acoustic signals evaluation based on rhythm only
Top Applicants
Top 10 applicants by patent filingsfor 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