IPC Classification

Class code (prefix) Descriptions Number of results
A63F 1/00 Card games
A63F 1/02 Cards; Special shapes of cards
A63F 1/04 Card games combined with other games
A63F 1/06 Card game appurtenances
A63F 1/08 Card-presses
A63F 1/10 Card-holders
A63F 1/12 Card-shufflers
A63F 1/14 Card-dealers
A63F 1/16 Apparatus for indicating the dealer
A63F 1/18 Scoring or registering devices; Indicators
A63F 3/00 Board games; Raffle games
A63F 3/02 Chess; Similar board games
A63F 3/04 Geographical or like games
A63F 3/06 Lottos or bingo games; Systems, apparatus or devices for checking such games
A63F 3/08 Raffle games that can be played by a fairly large number of people
A63F 5/00 Roulette games
A63F 5/02 Roulette-like ball games
A63F 5/04 Disc roulettes; Dial roulettes; Teetotums; Dice-tops
A63F 7/00 Indoor games using small moving playing bodies, e.g. balls, discs or blocks
A63F 7/02 Indoor games using small moving playing bodies, e.g. balls, discs or blocks using falling playing bodies or playing bodies running on an inclined surface, e.g. pinball games
A63F 7/04 Indoor games using small moving playing bodies, e.g. balls, discs or blocks using balls to be shaken or rolled in small boxes
A63F 7/06 Games simulating outdoor ball games, e.g. hockey
A63F 7/07 Games simulating outdoor ball games, e.g. hockey in which the playing bodies contact, or are supported by, the playing surface continuously, e.g. using air-cushion support
A63F 7/20 Games simulating outdoor ball games, e.g. hockey in which the playing bodies are projected through the air
A63F 7/22 Indoor games using small moving playing bodies, e.g. balls, discs or blocks - Details
A63F 7/24 Devices controlled by the player to project or roll-off the playing bodies
A63F 7/26 Devices controlled by the player to project or roll-off the playing bodies electric or magnetic
A63F 7/28 Devices controlled by the player to project or roll-off the playing bodies using gravity
A63F 7/30 Obstacles; Targets; Scoring or pocketing devices; Playing-body-actuated sensors, e.g. switches; Tilt indicators
A63F 7/32 Apparatus for varying scoring values
A63F 7/34 Other devices for handling the playing bodies, e.g. bonus ball return means
A63F 7/36 Constructional details not covered by groups , e.g. frames, game boards, guide tracks
A63F 7/38 Playing surfaces movable during play
A63F 7/40 Balls or other moving playing bodies, e.g. pinballs, discs
A63F 9/00 Games not otherwise provided for
A63F 9/02 Shooting or hurling games
A63F 9/04 Dice; Dice-boxes; Mechanical dice-throwing devices
A63F 9/06 Patience; Other games for self-amusement
A63F 9/08 Puzzles provided with elements movable in relation to each other
A63F 9/10 Two-dimensional jig-saw puzzles
A63F 9/12 Three-dimensional jig-saw puzzles
A63F 9/14 Racing games, traffic games, or obstacle games characterised by figures moved by action of the players
A63F 9/16 Spinning-top games
A63F 9/18 Question-and-answer games
A63F 9/20 Dominoes or like games; Mah-Jongg games
A63F 9/24 Games using electronic circuits not otherwise provided for
A63F 9/26 Balancing games, i.e. bringing elements into or out of balance
A63F 9/28 Chain-reaction games with toppling pieces; Dispensers or positioning devices therefor
A63F 9/30 Capturing games for grabbing or trapping objects, e.g. fishing games
A63F 9/32 Games with a collection of long sticks, e.g. mikado®
A63F 9/34 Games using magnetically moved or magnetically held pieces, not provided for in other subgroups of group
A63F 11/00 Game accessories of general use
A63F 13/00 Video games, i.e. games using an electronically generated display having two or more dimensions
A63F 13/02 Accessories (input or output arrangements for electrical digital computers G06F 3/00)
A63F 13/04 for aiming at specific areas on the display, e.g. with photodetecting means
A63F 13/06 using player-operated means for controlling the position of a specific area on the display
A63F 13/08 Constructional details or arrangements, e.g. housing, wiring, connections, cabinets, not otherwise provided for
A63F 13/10 Control of the course of the game, e.g. start, progress, end
A63F 13/12 involving interaction between a plurality of game devices, e.g. transmission or distribution systems
A63F 13/20 Input arrangements for video game devices
A63F 13/21 Input arrangements for video game devices characterised by their sensors, purposes or types
A63F 13/22 Setup operations, e.g. calibration, key configuration or button assignment
A63F 13/23 Input arrangements for video game devices for interfacing with the game device, e.g. specific interfaces between game controller and console
A63F 13/24 Constructional details thereof, e.g. game controllers with detachable joystick handles
A63F 13/25 Output arrangements for video game devices
A63F 13/26 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 13/27 Output arrangements for video game devices characterised by a large display in a public venue, e.g. in a movie theatre, stadium or game arena
A63F 13/28 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 13/30 Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
A63F 13/31 Communication aspects specific to video games, e.g. between several handheld game devices at close range
A63F 13/32 Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using local area network [LAN] connections
A63F 13/33 Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
A63F 13/34 Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using peer-to-peer connections
A63F 13/35 Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers
A63F 13/40 Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
A63F 13/42 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 13/44 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 13/45 Controlling the progress of the video game
A63F 13/46 Computing the game score
A63F 13/47 Controlling the progress of the video game involving branching, e.g. choosing one of several possible scenarios at a given point in time
A63F 13/48 Starting a game, e.g. activating a game device or waiting for other players to join a multiplayer session
A63F 13/49 Saving the game status; Pausing or ending the game
A63F 13/50 Controlling the output signals based on the game progress
A63F 13/52 Controlling the output signals based on the game progress involving aspects of the displayed game scene
A63F 13/53 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 13/54 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 13/55 Controlling game characters or game objects based on the game progress
A63F 13/56 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 13/57 Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
A63F 13/58 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 13/60 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 13/61 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 using advertising information
A63F 13/63 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 13/65 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 13/67 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 13/69 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 13/70 Game security or game management aspects
A63F 13/71 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 13/73 Authorising game programs or game devices, e.g. checking authenticity
A63F 13/75 Enforcing rules, e.g. detecting foul play or generating lists of cheating players
A63F 13/77 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 13/79 Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
A63F 13/80 Special adaptations for executing a specific game genre or game mode
A63F 13/85 Providing additional services to players
A63F 13/86 Watching games played by other players
A63F 13/87 Communicating with other players during game play, e.g. by e-mail or chat
A63F 13/88 Mini-games executed independently while main games are being loaded
A63F 13/90 Constructional details or arrangements of video game devices not provided for in groups  or , e.g. housing, wiring, connections or cabinets
A63F 13/92 Video game devices specially adapted to be hand-held while playing
A63F 13/95 Storage media specially adapted for storing game information, e.g. video game cartridges
A63F 13/98 Accessories, i.e. detachable arrangements optional for the use of the video game device, e.g. grip supports of game controllers
A63F 13/211 Input arrangements for video game devices characterised by their sensors, purposes or types using inertial sensors, e.g. accelerometers or gyroscopes
A63F 13/212 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 13/213 Input arrangements for video game devices characterised by their sensors, purposes or types comprising photodetecting means, e.g. cameras, photodiodes or infrared cells
A63F 13/214 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 13/215 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 13/216 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 13/217 Input arrangements for video game devices characterised by their sensors, purposes or types using environment-related information, i.e. information generated otherwise than by the player, e.g. ambient temperature or humidity
A63F 13/218 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 13/219 Input arrangements for video game devices characterised by their sensors, purposes or types for aiming at specific areas on the display, e.g. light-guns
A63F 13/235 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 13/245 Constructional details thereof, e.g. game controllers with detachable joystick handles specially adapted to a particular type of game, e.g. steering wheels
A63F 13/285 Generating tactile feedback signals via the game input device, e.g. force feedback
A63F 13/323 Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using local area network [LAN] connections between game devices with different hardware characteristics, e.g. hand-held game devices connectable to game consoles or arcade machines
A63F 13/327 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 13/332 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 13/335 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 13/338 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 television networks
A63F 13/352 Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - 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 13/355 Performing operations on behalf of clients with restricted processing capabilities, e.g. servers transform changing game scene into an MPEG-stream for transmitting to a mobile phone or a thin client
A63F 13/358 Adapting the game course according to the network or server load, e.g. for reducing latency due to different connection speeds between clients
A63F 13/422 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 automatically for the purpose of assisting the player, e.g. automatic braking in a driving game
A63F 13/424 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
A63F 13/426 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 13/428 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 13/493 Resuming a game, e.g. after pausing, malfunction or power failure
A63F 13/497 Partially or entirely replaying previous game actions
A63F 13/525 Changing parameters of virtual cameras
A63F 13/533 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 13/537 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 13/573 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 13/577 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 13/655 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 13/792 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 13/795 Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for providing a buddy list
A63F 13/798 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 13/803 Driving vehicles or craft, e.g. cars, airplanes, ships, robots or tanks
A63F 13/807 Gliding or sliding on surfaces, e.g. using skis, skates or boards
A63F 13/812 Ball games, e.g. soccer or baseball
A63F 13/814 Musical performances, e.g. by evaluating the player's ability to follow a notation
A63F 13/816 Athletics, e.g. track-and-field sports
A63F 13/818 Fishing
A63F 13/822 Strategy games; Role-playing games 
A63F 13/825 Fostering virtual characters
A63F 13/828 Managing virtual sport teams
A63F 13/833 Hand-to-hand fighting, e.g. martial arts competition
A63F 13/837 Shooting of targets
A63F 13/843 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 13/847 Cooperative playing, e.g. requiring coordinated actions from several players to achieve a common goal
A63F 13/2145 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 13/5252 Changing parameters of virtual cameras using two or more virtual cameras concurrently or sequentially, e.g. automatically switching between fixed virtual cameras when a character changes room or displaying a rear-mirror view in a car-driving game
A63F 13/5255 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 13/5258 Changing parameters of virtual cameras by dynamically adapting the position of the virtual camera to keep a game object or game character in its viewing frustum, e.g. for tracking a character or a ball
A63F 13/5372 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 13/5375 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 13/5378 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 displaying an additional top view, e.g. radar screens or maps