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EUTM file information

018774650

BEFOOTBALL SUPER PLAYER


October 10, 2022

Trademark Summary

The trademark application BEFOOTBALL SUPER PLAYER was filed by BeFootball S.L., a corporation established under the laws of the Kingdom of Spain (the "Applicant"). The application was published for oppositions on December 4, 2022, and it was registered by office on March 13, 2023 without any oppositions.

The application was filed in Spanish (English was selected as the second language).


Goods And Services

  • The mark was filed in class 9 with following description of goods:
    1. Software
    2. Communication, networking and social networking software
    3. Downloadable software
    4. E-commerce and e-payment software
    5. Application software for mobile phones
    6. Downloadable software that enables individuals, groups and companies to create and maintain an online presence and interact with online communities for marketing purposes
    7. Downloadable virtual reality software
    8. Downloadable Augmented reality software
    9. Virtual reality game software
    10. Virtual reality software for simulation
    11. Interactive entertainment software
    12. Downloadable interactive entertainment software for playing video games
    13. Virtual reality models
    14. Augmented reality software for use in mobile devices for integrating electronic data with real world environments
    15. Entertainment software
    16. Software for creating, managing and accessing groups within virtual communities
    17. Interactive software
    18. Interactive software based on artificial intelligence
    19. Utility, security and cryptography software
    20. Web application and server software
    21. Content management software
    22. Instrumentation simulators
    23. Software, namely, NFTs (non-fungible tokens)
    24. Non-fungible tokens (NFT), enabling the authenticity, ownership, availability and trading of digital assets and creations on computer software platforms [software]
    25. Downloadable software for processing transactions in relation to the following goods: crypto-collectibles, Non-fungible tokens
    26. Downloadable computer software for use in the safeguarding of digital files, including audio, video, text, binary, still images, graphics and multimedia files
    27. Downloadable multimedia files featuring artwork, text, audio, video, games and internet web links relating to non-fungible tokens
    28. Virtual reality glasses
    29. Virtual reality headsets
    30. Virtual reality hardware
    31. Virtual goods, namely, Headsets, telephones, watches, spectacles for use in online virtual worlds, Games software, Computer peripheral devices, Stereo audio headsets and loudspeakers, Mobile telephones, Mobile telephone accessories and Computer accessories, Spectacles, protective articles for sports, horological, books and other publications, All the aforesaid goods for use online and in virtual environments
    32. Virtual goods, namely, textile products articles of household linen, Suitcases, Bags, Pocket sized wallets, hand bags, Attaché-cases, Suitcases, Toiletry cases, clothing, Footwear, head wear, Beauty care preparations and Hygienic preparations, Cosmetics, Perfumed preparations, Games and playthings, sports requisites [sporting articles], Video games accessories, Furniture, Computer gaming chairs, PC gaming tables, All the aforesaid goods for use online and in virtual environments
    33. Virtual goods, namely, Foodstuff products, beverages, All the aforesaid goods for use online and in virtual environments
    34. Databases
    35. Electronic publications, downloadable
    36. Interactive electronic publications.
  • The mark was filed in class 41 with following description of goods:
    1. Teaching
    2. Training
    3. Sporting and cultural activities
    4. Entertainment services
    5. Entertainment services, specifically, Providing online gaming services, video games and interactive entertainment, all the aforesaid being virtual and non-downloadable for use in virtual environments
    6. Entertainment services, namely, providing augmented reality games, interactive entertainment and augmented reality content and experiences
    7. Entertainment services, specifically, providing online virtual reality environments
    8. Interactive entertainment services
    9. Electronic publishing services
    10. Virtual reality arcade services
    11. Virtual reality game services provided on-line from a computer network
    12. Online interactive entertainment
    13. Arranging of conferences, Exhibits and Competitions, All the aforesaid services for use in physical and virtual environments
    14. Arranging and conducting competitions and entertainment events for players of video, computer, electronic or interactive multimedia games
    15. Providing online electronic publications, not downloadable
    16. Ticket reservation and booking services for education, entertainment and sports activities and events
    17. Education and instruction, In particular services provided by a virtual academy for the study of sports disciplines, All the aforesaid services for use in virtual environments
    18. Education and instruction, In particular services provided by a virtual academy for studying the various aspects of football as a sports discipline, All the aforesaid services for use in virtual environments.