Telefonaktiebolaget LM Ericsson had ten patents in gaming during Q4 2023. Telefonaktiebolaget LM Ericsson filed patents for a multisession remote game scheme in a distributed network architecture, involving a dedicated network slice for gaming. The system includes a remote game rendering application service with a remote render system manager, edge routing application, and multisession game slice bandwidth manager. Another patent involves a method for controlling movement of a virtual character in a virtual reality environment provided by a virtual reality device, correlating positions of the virtual character to positions of the user in a physical movement area. The method includes obtaining positions from a motion tracker, determining positions of the virtual character, and controlling movement based on the determined positions. GlobalData’s report on Telefonaktiebolaget LM Ericsson gives a 360-degreee view of the company including its patenting strategy. Buy the report here.
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Telefonaktiebolaget LM Ericsson grant share with gaming as a theme is 0% in Q4 2023. Grant share is based on the ratio of number of grants to total number of patents.
Recent Patents
Application: Multisession remote game rendering (Patent ID: US20230405454A1)
The patent filed by Telefonaktiebolaget LM Ericsson describes a multisession remote game scheme in a distributed network architecture that includes a dedicated network slice for gaming. The system involves a remote game rendering application service deployed in a trusted edge data network, managed by a remote render system (RRS) manager that instantiates and manages multiple gaming sessions. An edge routing application provides location information of game engines to the remote game back office, and a multisession game slice bandwidth manager allocates bandwidth to each gaming session from the dedicated network slice.
The patent further details an edge network configured to support multisession remote game rendering, with a remote render system manager, remote rendering subsystems coupled to game engines, an edge routing application, and a game database. The system receives game session setup requests from a remote gaming back office on behalf of client devices, selects game engines based on client device locations, and includes a multisession game slice bandwidth manager for bandwidth allocation. Additionally, each remote rendering subsystem includes a game service manager for managing gaming sessions, communicating with client devices, and adapting game delivery based on client device capabilities.
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