Company patents
NINTENDO CO., LTD.
NINTENDO CO., LTD. maintains a strong focus on its core 'Games & Gaming' sector, representing 85.1% of its portfolio, which saw robust growth of +26.1% in 2025 before a partial year decline of -44.2% so far in 2026. Surprisingly, while 'Image Processing' patents experienced a significant surge of +154.5% in 2025, several smaller categories like 'Stereophonic Audio', 'Electrical Connectors', 'Furniture (Chairs, Beds)', and 'Wireless Networks' show a complete cessation of patenting activity so far in 2026, indicating a potential shift away from these areas.
Patent Trend by Technology Area
Yearly patent publications since 2023
Product themes
Product-level themes inferred from filings since 2023, with category chips showing where each theme appears. Select a theme to filter the patents below.
746 US filings (since 2023) · 12 categories · 20 themes
Technologies that create dynamic and interactive visual content for displays, including virtual/wearable systems, by generating overlays, replacing input streams, or merging real-time user actions with digital environments.
Games that integrate physical objects, real-world environments, or location data with virtual game elements to create interactive experiences.
Design and functionality of game controllers and input devices that allow for customization, modular component swapping, or specialized input methods beyond standard buttons.
Systems and architectures that enable game execution, content delivery, and interactive social experiences through cloud infrastructure and live streaming technologies.
Methods and apparatus for improving the visual fidelity, resolution, or compression efficiency of video signals, often through advanced processing, up-scaling, or neural network-based filters.
Systems and methods for integrating and managing spatial audio within extended reality (XR), virtual reality (VR), or augmented reality (AR) environments, often involving dynamic audio source positioning, streaming, and synchronization with visual elements.
Techniques and hardware architectures designed to efficiently generate and display complex 3D graphics, particularly for interactive applications like virtual reality, focusing on speed and visual quality.
Techniques for rendering, interacting with, and managing content within augmented or virtual reality environments, including spatial tracking, gaze interaction, and dynamic multi-application display management.
Techniques for efficiently representing, compressing, and decompressing spatial audio information, such as inter-channel phase/time differences, directional components, or higher-order ambisonics, for storage or transmission.
Methods and systems for improving the quality of video streams, generating intermediate frames, or continuously locating and following objects within a sequence of images, even under occlusion.
Technologies that enhance player immersion through advanced graphics rendering, multi-sensory feedback (haptic, auditory), and synchronized interactive experiences in virtual or physical environments.
Adjusting audio presentation parameters in real-time or based on user-specific profiles, environmental conditions, or content characteristics to optimize the listening experience.
Systems using artificial intelligence and machine learning to monitor athlete performance, provide personalized training plans, predict physiological responses, or create virtual representations for feedback and analysis.
Designing user interfaces and interaction methods specifically for mobile or wearable devices, enabling control of external systems, monitoring user states, or facilitating real-world transactions.
User interface designs and systems that enable multiple users to interact with shared content, provide feedback, or coordinate activities, often across different devices or locations.
Systems that combine data from multiple camera sensors or capture multiple images from different perspectives or qualities, often involving image processing techniques like synthesis to create enhanced or comprehensive views.
Development of devices and methods for non-invasive or minimally invasive collection and analysis of physiological data, often from wearable sensors, to monitor health, activity, or specific conditions.
Optical systems and components specifically designed for head-mounted displays, augmented reality (AR) glasses, and virtual reality (VR) headsets, focusing on image projection, waveguide integration, and display durability.
Processes for creating or manipulating three-dimensional digital representations of objects or environments, including mesh generation, surface fitting, and depth estimation from multiple views.
Systems and methods for preparing, organizing, and electrically connecting individual conductors or cable bundles to connector terminals, ensuring reliable contact and strain relief.
Patents
Showing 1-3 of 3
Multi-Sensor Imaging & Synthesis