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Sony · Wearable · Filed Apr 30, 2026 · USPTO published Nov 12, 2026 · This week's release

Sony Patents a Neckband That Blows Air at You as Game Enemies Close In

Sony has filed a patent for a neckband that blows air at you from different directions, so you can feel a VR monster creeping up behind you.

A gamer wearing a headset and air-blowing neckband connected to a console that triggers physical sensations during play. Drawing from patent filing US 2026/0357800 A1.
A gamer wearing a headset and air-blowing neckband connected to a console that triggers physical sensations during play.All 13 drawings ↓
Publication number
US 2026/0357800 A1(US20260357800A1)
Applicant
Sony Interactive Entertainment Inc.
Filed · Published
Apr 30, 2026 · Nov 12, 2026
Inventors
Yasushi Okumura, Akihito Nishiike, Kentaro Yoshida, Kyosuke Uchida, Koichi Shiono
Status when we published
Waiting for an examiner
Document
11 claims
US classification
463/30
Parent application
Claims priority from a provisional application 63802735 (filed May 9, 2025)

What Sony's air-blowing neckband actually does

Every time you play a scary VR game, you are trusting just two senses: sight and sound. In a dark room, that is not much to go on, and the thing creeping up behind you might as well be invisible.

Sony's patent adds a third sense: touch. You wear a neckband lined with a row of small air blowers. When a monster circles you, the game tells the neckband to puff air from your front, then your right side, then the back of your neck. As the monster gets closer, the puffs get stronger and come faster.

The same trick could work for a door swinging open (a gust from the front) or for sprinting (wind in your face). The filing says it could also be used outside of games.

From the filing · CLAIM 1
… supply air to one or more of the neck and a part above the neck of the user; and control the air blowing devices based on the control signal.

Translation: The collar blows air onto your face and neck when the connected game tells it to do so.

How the neckband picks which blowers fire

The device is a curved neckband that sits around your neck. Small holes on its inner surface point air at your neck, face and head. Behind the holes sit several tiny blowers. In the main example there are eight, spaced about 30 degrees apart, so each one covers a different direction.

The blowers use a piezoelectric element (a material that vibrates when electricity hits it) to move a thin plate at ultrasonic speed. That lets them start and stop almost instantly, so the air keeps pace with what is on screen.

A game console or PC does the thinking. It tracks your character and nearby objects, works out a direction, and sends a control signal to the neckband telling each blower when to run. The filing walks through a few cases:

  • A door opens: the two front blowers fire, like a gust from the next room.
  • An enemy circles you in the dark: blowers fire in sequence, so the breeze travels from front to right to back.
  • An enemy closes in from behind: the air comes in pulses that get stronger and more frequent as the distance shrinks.
  • Also described: air that follows your character's speed or direction, random puffs to build a sense of dread, and air shaped by a character's voice.

A time constant (a ramp-up delay) can make air arrive gently instead of all at once. The filing also says the neckband could work with apps other than games.

From the filing · THE ABSTRACT
A wearable device is worn about a neck of a user. The wearable device includes: a communication unit configured to receive a control signal from an external apparatus; …

Translation: The neckband connects to your console to receive instructions about when to activate its fans.

What a neck breeze could add to VR games

If you play VR games, this is a bid to add a sense most headsets skip: touch on your skin. Headsets handle sight and sound, and controllers buzz in your hands. Air on your neck gives a game a way to warn you about something behind you that your eyes cannot catch, which matters most in the dark, tense scenes horror games love.

For Sony Interactive, the PlayStation maker, it is a way to make games feel more physical. The filing describes a headset-and-console setup but names no product, and a patent is not a release plan. It also says the neckband could serve apps beyond games, so the idea could stretch to other VR experiences. Whether people want a fan around their neck mid-game is the real test.

Sony's 14th filing we've tracked in our wearable patent coverage since June builds on earlier applications like one flagging bad heart rate readings and one filtering noise from health data.

Source: US 2026/0357800 A1 at the USPTO (PDF). Full patent text and figures are in the official publication.

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The drawings · 13 sheets

13 drawing sheets from US 2026/0357800 A1 · click any drawing to enlarge

A gamer wearing the neckband along with a VR headset, drawing sheet 1 from US 2026/0357800 A1
Sheet 1 A gamer wearing the neckband along with a VR headset
Adjustable straps keep the headset securely mounted on the head, drawing sheet 2 from US 2026/0357800 A1
Sheet 2 Adjustable straps keep the headset securely mounted on the head
Motion sensors track your head to sync displays and audio, drawing sheet 3 from US 2026/0357800 A1
Sheet 3 Motion sensors track your head to sync displays and audio
Ring of vents aimed at your face and neck, drawing sheet 4 from US 2026/0357800 A1
Sheet 4 Ring of vents aimed at your face and neck
Onboard controller fires individual fans to blow air around you, drawing sheet 5 from US 2026/0357800 A1
Sheet 5 Onboard controller fires individual fans to blow air around you
Console parts that run the game and trigger the fans, drawing sheet 6 from US 2026/0357800 A1
Sheet 6 Console parts that run the game and trigger the fans
First-person virtual room facing a closed door, drawing sheet 7 from US 2026/0357800 A1
Sheet 7 First-person virtual room facing a closed door
Pushing the door open triggers a head-on gust of air, drawing sheet 8 from US 2026/0357800 A1
Sheet 8 Pushing the door open triggers a head-on gust of air
Show the other 5 sheets
Neckband vents blow cooling air from every angle, drawing sheet 9 from US 2026/0357800 A1
Sheet 9 Neckband vents blow cooling air from every angle
Entering a dark virtual room where hidden enemies might lurk, drawing sheet 10 from US 2026/0357800 A1
Sheet 10 Entering a dark virtual room where hidden enemies might lurk
Shifting airflow around your neck as an enemy circles you, drawing sheet 11 from US 2026/0357800 A1
Sheet 11 Shifting airflow around your neck as an enemy circles you
Faster air puffs warn that an enemy approaches, drawing sheet 12 from US 2026/0357800 A1
Sheet 12 Faster air puffs warn that an enemy approaches
An unseen villain sneaking up behind you in the game, drawing sheet 13 from US 2026/0357800 A1
Sheet 13 An unseen villain sneaking up behind you in the game
Patent filing page

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