GleanMark

JBL QUANTUM CUP Trademark

JBL QUANTUM CUP is a USPTO trademark filed by Harman International Industries, Incorporated. Status: Registered.

Prosecution Summary

**Trademark Summary** **JBL QUANTUM CUP** is a standard character service mark with a disclaimer for "CUP," covering entertainment services in International Class 041, including providing online non-downloadable videos of games and e-sports, arranging multiplayer online games, live video game performances, organizing e-sports events, competitions, tournaments, conferences, classes, workshops, and seminars in video games and e-sports. The mark is owned by **Harman International Industries, Incorporated**, a Delaware corporation based in Northridge, California. It is currently **registered** on the Principal Register since August 17, 2021, with no notable issues or active legal proceedings. **Recent Activity** Filed on December 23, 2020, the application faced a non-final office action o

Trademark Facts

MarkJBL QUANTUM CUP
Serial Number90408373
Registration Number6455649
StatusRegistered
Filing Date2020-12-23
Registration Date2021-08-17
Mark TypeWord
Nice Classes041 (Education & Entertainment)
OwnerHarman International Industries, Incorporated
Attorney of RecordGregory Kenyota
Prosecution Events17
Latest EventARAA on 2023-12-01

Goods & Services

Class 041: Entertainment, namely, providing online non-downloadable videos featuring games and e-sports being played by others, arranging and conducting multiplayer and collaborative online electronic, computer and video games, live performances by video game players, organizing and producing live gaming and e-sports events and competitions, organizing, conducting and operating video game tournaments, and organization and regulation of video games and e-sports competitions; organization and regulation of video gaming competitions; Arranging and conducting educational conferences in the field of video games and e-sports; entertainment services in the nature of e-sports competitions; Arranging and conducting e-sports competitions; Organization of e-sports competitions; conducting education and entertainment conferences in the field of e-sports, video games and video game streaming; entertainment services, namely, organizing and producing video gaming events in the nature of video game competitions and video game tournaments; providing information and news in the field of e-sports and video games; providing classes, workshops and seminars in the field of e-sports, video games and video game streaming; Entertainment services, namely, providing online non-downloadable videos featuring games being played by others

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