Sony · Filed Nov 21, 2025 · Published Nov 5, 2026

Sony Patents a Game Helper That Listens for Panic in Your Voice

Say "help" to your game console while you're panicking and you may get a different answer than when you're relaxed. Sony's filing has the system listen for stress in your voice and pick the type of help to match.

A player calls out for help during a video game, prompting an automated system to assess the situation and offer advice. Drawing from patent filing US 2026/0346133 A1.
A player calls out for help during a video game, prompting an automated system to assess the situation and offer advice.
See all 12 drawings from this filing ↓
Publication number US 2026/0346133 A1 US20260346133A1
Applicant Sony Group Corporation
Filing date Nov 21, 2025
Publication date Nov 5, 2026
Inventors Yuhei TAKI, Kunihito SAWAI, Masaki TAKASE, Akira MIYASHITA
US classification 463/23
Status when we published Waiting for an examiner (Aug 20, 2026)
Parent application is a National Stage Entry of PCTJP2024016625 (filed 2024-04-30)
Document 15 claims

What Sony's urgency-aware game help does

Imagine you're deep in a tense boss fight, about to lose, and you blurt out "Help my game!" A player lounging through an easy level could say the exact same words and want something completely different.

Sony's patent filing tries to tell those two moments apart. It compares how fast, how loud and how high-pitched your voice is against how you normally sound. If you sound rushed, it suggests a quick fix, like inviting an online friend into your game. If you sound relaxed, it points you to official help pages or web guides.

The filing also describes watching how hard you're mashing buttons and squeezing the controller, and shrinking the help pop-up when things get hectic so it doesn't block your view.

From the filing · CLAIM 1
… calculate a degree of urgency of the user based on a use situation of the user in the information processing system and select and propose a solution to be presented to the user from among a plurality of solutions related to the request according to the calculated degree of urgency.

Translation: It figures out how stressed you are and picks the right help based on that panic level.

How Sony scores your urgency from your voice

The system has two main parts. A reception section catches a request, such as "help" spoken during a game. A proposal section then works out how urgent you are and picks from several possible solutions.

The main urgency signal is your voice. The system measures speech speed, volume and pitch, then compares them with samples of your normal voice saved when you registered the voice command. A weighted sum of those differences becomes your urgency score. The filing also describes an operation busy score (how often you press buttons, how hard you grip the controller, how sweaty your hands are) and a scene score that game makers preset for each title or scene. A first-person action game, for example, would rate as more urgent than a slow one.

The score sorts help into three tiers:

  • High urgency: invite an online friend into the game, or start a voice chat with them.
  • Medium: text a friend, or post on a social network you've linked.
  • Low: show the game's official help content, or search the web for strategy tips.

It checks whether a friend is online and free, and picks another option if not. If you've just read the official help, it offers something different. When urgency is high, it can show fewer options, use a smaller overlay, reorder the list, or read the suggestion aloud with only a small on-screen notice.

What this means for gamers mid-boss-fight

The practical payoff is help that fits the moment. If you're losing, you don't want a menu of four web guides. You want a person or a short answer. If you're relaxed, you may want the full official walkthrough. The same one-word request would get a different response depending on what you're going through.

The filing says the idea isn't limited to games. It describes a car system that picks a farther but faster convenience store when you sound hurried, a transit guide that gives the quickest route, and a cooking assistant that offers the shortest recipe. The input could also be a button press or gesture instead of voice, so this reads as a general way to make assistants respond to your mood.

Sony's 698th filing in our Sony coverage since May follows patents like the reactive digital ball and catching smurf accounts by button habits.

Editorial take

The best part of this idea is how little it asks of you. You say the word you always say, and the system does the sorting. If you're losing a fight, you get a friend invite instead of a list of web pages, which is what you'd want in the moment.

The risk is a wrong guess. A player who always shouts at the screen, or one playing late at night in a whisper, gives the system confusing clues. The filing leans on button speed, grip and scene settings to cover for that.

You would notice a miss right away, because the pop-up would suggest the wrong kind of help. Even so, shrinking the overlay when the action gets hectic is a small courtesy most players would welcome.

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The drawings

12 drawing sheets from US 2026/0346133 A1 · click any drawing to enlarge

How the server offers help when a player calls out, drawing sheet 1 from US 2026/0346133 A1
Sheet 1 How the server offers help when a player calls out
Gauging speech urgency to pick between guides or online friends, drawing sheet 2 from US 2026/0346133 A1
Sheet 2 Gauging speech urgency to pick between guides or online friends
Internal parts of the server that manages player requests, drawing sheet 3 from US 2026/0346133 A1
Sheet 3 Internal parts of the server that manages player requests
A player profile listing friends, social accounts, and owned games, drawing sheet 4 from US 2026/0346133 A1
Sheet 4 A player profile listing friends, social accounts, and owned games
Steps for finding the right kind of assistance, drawing sheet 5 from US 2026/0346133 A1
Sheet 5 Steps for finding the right kind of assistance
Sorting assistance paths by the detected level of distress, drawing sheet 6 from US 2026/0346133 A1
Sheet 6 Sorting assistance paths by the detected level of distress
Combining voice stress, button mashing, and game state, drawing sheet 7 from US 2026/0346133 A1
Sheet 7 Combining voice stress, button mashing, and game state
Displaying a sidebar menu of help options beside the game, drawing sheet 8 from US 2026/0346133 A1
Sheet 8 Displaying a sidebar menu of help options beside the game
Show the other 4 sheets
Highlighting the top suggestion on screen to speed up choices, drawing sheet 9 from US 2026/0346133 A1
Sheet 9 Highlighting the top suggestion on screen to speed up choices
Shrinking the menu to a single choice during intense moments, drawing sheet 10 from US 2026/0346133 A1
Sheet 10 Shrinking the menu to a single choice during intense moments
Speaking advice out loud instead of covering the game screen, drawing sheet 11 from US 2026/0346133 A1
Sheet 11 Speaking advice out loud instead of covering the game screen
Hardware parts that process player panic and manage help, drawing sheet 12 from US 2026/0346133 A1
Sheet 12 Hardware parts that process player panic and manage help
Browse all the drawings 12 drawing sheets
Patent filing page

Source. Full patent text and figures from the official USPTO publication PDF.
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