Mark For: BOARDROOM™ trademark registration is intended to cover the categories of entertainment services, namely, development and production of motion pictures; motion picture film production; film studios; movie studio services; entertainment media production services for motion pictures, television and Internet; television and radio production, namely, production of television and radio programs; television program and cable television show production; radio entertainment production; distribution of television programs and radio programs for others; television program syndication; entertainment in the nature of ongoing television and cable television programs featuring sports and athletics; presentation of variety shows distributed over television, cable television, radio, satellite, webcasts, video games, audio and video media; entertainment services, namely, the provision of continuing programs, segments, movies, and shows featuring sports and athletics; entertainment services in the nature of development, creation, production and post-production services of multimedia entertainment content; entertainment services, namely, metaverse experiences; entertainment services, namely, providing an online virtual environment; entertainment services, namely, providing virtual environments in which users can interact for recreational, leisure, or entertainment purposes; entertainment services, namely, providing interactive entertainment and virtual reality content; virtual reality video production for entertainment purposes; augmented reality video production for entertainment purposes; production of video and computer game software; entertainment services, namely, providing temporary use of non-downloadable video games; providing online computer games; providing online interactive computer games; providing online multiplayer computer games; providing online computer games using blockchain technology; providing online computer games featuring non-fungible tokens (NFTs); providing online computer games featuring user-generated content (UGC); providing online computer games in which users can create, modify, buy, sell, license, trade, use, and manage non-fungible tokens (NFTs), user-generated content (UGC), and other virtual assets; providing online computer games in which users can communicate with each other; providing online computer games featuring a marketplace for non-fungible tokens (NFTs), user-generated content (UGC), and other virtual assets, all of the foregoing being confined to the fantasy world created within the online game and being unrelated to and not affecting the real world or real world transactions and assets; entertainment services, namely, providing on-line, non-downloadable digital collectibles in the nature of interactive media in the nature of computer games, video clips, photos, music, information in the nature of sports player statistics, graphics, and visual effects in the nature of videos, authenticated by non-fungible cryptographic tokens (NFTs) via a blockchain network, in the field of sports and entertainment.
Status
2022-05-24 UTC
LIVE APPLICATION Awaiting Examination
The trademark application has been accepted by the Office (has met the minimum filing requirements) and has not yet been assigned to an examiner.
TERESA LEE PRYOR CASHMAN LLP 7 TIMES SQUARE NEW YORK, NY 10036
Good, Services, and Codes
International Codes:
41
U.S. Codes:
100,101,107
Type Code
Type
GS0411
Entertainment services, namely, development and production of motion pictures; motion picture film production; film studios; movie studio services; entertainment media production services for motion pictures, television and Internet; television and radio production, namely, production of television and radio programs; television program and cable television show production; radio entertainment production; distribution of television programs and radio programs for others; television program syndication; entertainment in the nature of ongoing television and cable television programs featuring sports and athletics; presentation of variety shows distributed over television, cable television, radio, satellite, webcasts, video games, audio and video media; entertainment services, namely, the provision of continuing programs, segments, movies, and shows featuring sports and athletics; entertainment services in the nature of development, creation, production and post-production services of multimedia entertainment content; entertainment services, namely, metaverse experiences; entertainment services, namely, providing an online virtual environment; entertainment services, namely, providing virtual environments in which users can interact for recreational, leisure, or entertainment purposes; entertainment services, namely, providing interactive entertainment and virtual reality content; virtual reality video production for entertainment purposes; augmented reality video production for entertainment purposes; production of video and computer game software; entertainment services, namely, providing temporary use of non-downloadable video games; providing online computer games; providing online interactive computer games; providing online multiplayer computer games; providing online computer games using blockchain technology; providing online computer games featuring non-fungible tokens (NFTs); providing online computer games featuring user-generated content (UGC); providing online computer games in which users can create, modify, buy, sell, license, trade, use, and manage non-fungible tokens (NFTs), user-generated content (UGC), and other virtual assets; providing online computer games in which users can communicate with each other; providing online computer games featuring a marketplace for non-fungible tokens (NFTs), user-generated content (UGC), and other virtual assets, all of the foregoing being confined to the fantasy world created within the online game and being unrelated to and not affecting the real world or real world transactions and assets; entertainment services, namely, providing on-line, non-downloadable digital collectibles in the nature of interactive media in the nature of computer games, video clips, photos, music, information in the nature of sports player statistics, graphics, and visual effects in the nature of videos, authenticated by non-fungible cryptographic tokens (NFTs) via a blockchain network, in the field of sports and entertainment
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