THE FRONTIER OF PLAY Trademark
THE FRONTIER OF PLAY is a USPTO trademark filed by NunoErin, LLC. Status: Registered.
Trademark Facts
| Mark | THE FRONTIER OF PLAY |
|---|---|
| Serial Number | 88980217 |
| Registration Number | 6540699 |
| Status | Registered |
| Filing Date | 2019-07-22 |
| Registration Date | 2021-10-26 |
| Mark Type | Word |
| Nice Classes | 009 (Electronics & Software) |
| Owner | NunoErin, LLC |
| Prosecution Events | 38 |
| Latest Event | TCCA on 2024-07-16 |
Goods & Services
Electronic, touch-sensitive LED display devices with embedded recorded and cloud-based computer software and interactive screens for drawing pictures, playing games, obtaining information concerning goods and services, and communicating with vendors and other patrons; interactive electronic touch screens that make sounds in response to touch for use in smart furniture in the nature of wall panels, benches, accent furniture pieces, and tables; Electronic, touch-sensitive, capacity sensing LED displays for use in smart furniture in the nature of wall panels, partitions, benches, tables, and accent furniture pieces | Smart furniture for use in restaurants, stores, shopping malls, hospitals, hotels and other commercial and public establishments, in the nature of wall-mounted panel units for exhibitions, displays and partitioning, dining tables, tables, seating and decorative furniture cubes where all the furniture features embedded recorded and cloud-based software and touch-sensitive, interactive digital games and electronic communications screens upon which users can draw pictures, play games, obtain information regarding goods and services, and communicate with vendors and other patrons; smart furniture, namely, wall panels, partitions, benches, tables, and accent and decorative furniture pieces embedded with touch-sensitive and capacity-sensing LED displays | Game tables featuring embedded recorded and cloud-based software and touch-sensitive electronic screens with interactive digital games upon which users can draw pictures, play games, obtain information regarding goods and services, and communicate with vendors and other patrons; electronic educational game machines in the nature of interactive digital surfaces upon which users can draw pictures, create visual-arts images, and obtain information regarding goods and services