摘要
本文分别从体感游戏技术分支、申请趋势、主要申请人排名、中国申请法律状态等几个方面对体感游戏进行了介绍,通过分析指出,关于游戏市场,体感游戏主要分为三个技术分支,从专利申请趋势来看,体感游戏全球申请增长迅速,中国申请增长趋势有所减缓。从研发主体看,索尼和微软两家独大,而中国申请人则非常分散,无论传统设备厂商还是新型的设备厂商,无论各大高校/研究所还是个人申请人,都在申请相关的游戏专利,但申请量都相对较小,在游戏目标市场方面,美国市场是游戏厂家必争之地,中国亦是游戏重要市场。在游戏专利申请的法律状态方面,无论国内申请人还是国外申请人,处于未决状态的案件量都是最多的,显示目前仍是热点技术,建议国内企业结合自身产品特点与研发优势,尽早在中国进行专利布局。
In this article, Patent application status of Motion Sensing Games is analyzed respectively from the aspects of technical branches, application trend, main applicant rankings and legal status of china patent. By analysis it is pointed out that Motion Sensing games are divided into three technical branches. Motion Sensing games grow quickly. Sony and Microsoft are top 2 applicants. Domestic applicants have the problems of many applicants including universities, institues and individuals, and few applications. For game manufactures, the US market is the most important market, and Chinese market is also important. Motion Sensing games are hot technologies, so it is suggested that domestic applicants should applicate patents as early as possible.
出处
《中国发明与专利》
2017年第6期121-124,共4页
China Invention & Patent
关键词
体感游戏
虚拟现实游戏
专利分析
Motion Sensing games
Virtual Reality games
Patent analysis