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EUTM file information

018927717

NEVER FULL TIME


September 19, 2023

Trademark Summary

The trademark application NEVER FULL TIME was filed by North of Zero Pty.Ltd, a corporation established under the laws of the Commonwealth of Australia (the "Applicant"). The application was published for oppositions on February 4, 2024, and it was registered by office on May 13, 2024 without any oppositions.

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


Goods And Services

  • The mark was filed in class 9 with following description of goods:
    1. Downloadable computer software for sporting event management, namely, software that enables sporting event hosts, sporting event producers, clubs and venue managers to manage sporting event information and player statistics
    2. Software enabling to promote and facilitate sales of tickets and registrations and other access types by integration with other programs
    3. Downloadable computer software for finding sporting experiences, namely, software that enables community members, sports players, attendees and groups to find sporting event information, communities and that facilitates sales of tickets and registration and other access types by integration with other programs
    4. Software for using blockchain technology to hold, control, trade, buy, sell, transfer, exchange and use digital assets
    5. Distributed digital ledgers, namely, blockchain technology software, for use in recording transactions between parties
    6. Digital collectibles in the form of digital art, trophies, medals, audio and videos recordings using blockchain-based software technology and smart contracts featuring sports players, trophies, medals, art, information, audio, videos, tickets, photos, images, event footage, sporting highlights and experiences in the field of entertainment
    7. Downloadable computer software for managing digital collectible services and a registry using blockchain-based software technology and smart contracts for digital collectibles featuring sports players, trophies, medals, art, information, audio, videos, tickets, photos, images, event footage, sporting highlights and experiences in the field of entertainment
    8. Downloadable software to facilitate online advertising, business promotion, connecting network users with businesses and for providing strategy, insight, marketing and predicting consumer demand
    9. Application programming interface (API) for third-party software.
  • The mark was filed in class 35 with following description of goods:
    1. Promoting sporting events, social events, matches and tournament events for others
    2. Arranging for registrations for events for commercial or advertising purposes
    3. Providing business information about event registration via a website
    4. Providing membership club services involving rebates, collectables, incentives and other benefits
    5. Customer loyalty and benefits program services featuring rebates, incentives, and other benefits
    6. Providing digital collectible services, namely, operating an online marketplace for transactions and registry services using blockchain-based software technology and smart contracts for digital collectibles featuring sports players, trophies, medals, art, information, audio, videos, tickets, photos, images, event footage, sporting highlights and experiences in the field of entertainment for use in digital environments
    7. Advertising
    8. Online marketplace services
    9. Online advertising
    10. Marketing and promotional services for others, namely, delivery of advertisements and promotional messages to users
    11. Business data analysis, namely, gathering, analysing and reporting digital data and statistical data and information in the fields of social networking, event news, entertainment, sports and cultural information
    12. Promotional services for others, namely, facilitating networking opportunities for business purposes
    13. Business networking
    14. Online service for connecting social network users with businesses
    15. Business monitoring and consulting services, namely, providing strategy, insight, marketing and predicting consumer demand
    16. Advertising and information distribution services for others, namely, providing classified advertising space via the global computer network
    17. Promoting the goods and services of others over the Internet
    18. Providing online computer databases and online searchable databases in the field of classified advertising
    19. Compilation and publication of sports performance statistics
    20. Promotion of soccer events
    21. Promotion of third-party products and services, through contractual agreements such as sponsorships and licenses.
  • The mark was filed in class 36 with following description of goods:
    1. Issue and redemption of tokens of value
    2. Issue of tokens, coupons and vouchers of value
    3. Virtual currency exchange
    4. Exchanging fiat currency for an internal token to redeem entry into games and entertainment services.
  • The mark was filed in class 38 with following description of goods:
    1. Digital transmission of data
    2. Providing access to databases
    3. Providing access to a blockchain network
    4. Providing access to a global online gaming network
    5. Transmission of information to the gaming platform
    6. Transmission of data linked to a blockchain network
    7. Online discussion forums.
  • The mark was filed in class 41 with following description of goods:
    1. Entertainment services, namely, providing online, non-downloadable games in the nature of digital collectibles, sports players, trophies, medals, art, information, audio, videos, tickets, photos, images, event footage, sporting highlights and experiences in the field of entertainment for use in digital environments
    2. Entertainment services, namely, providing online, non-downloadable multimedia material in the nature of digital collectibles sports players, trophies, medals, art, information, audio, videos, tickets, photos, images, event footage, sporting highlights and experiences in the field of entertainment for use in digital environments
    3. Sporting and cultural activities
    4. Leisure services
    5. Entertainment services
    6. Competition organization (entertainment)
    7. Online competitions and games on the Internet
    8. Competitions and games offered online via a computer network
    9. Providing entertainment information
    10. Provision of information on fictitious online soccer tournaments
    11. Entertainment services consisting of collecting non-fungible tokens in the form of digital cards representing player achievements, medals and trophies registered on a blockchain network
    12. Online games using non-fungible tokens in the form of digital cards representing player achievements, medals and trophies registered on a blockchain network
    13. Virtual reality game services provided on-line from a computer network
    14. Augmented reality game services provided on-line from a computer network
    15. Providing online sporting event registration services for attendance at events, sporting events, sports matches, tournaments, venues and digital environments.
  • The mark was filed in class 42 with following description of goods:
    1. Providing Software as a service (SAAS) sporting event management, namely, software that enables sporting event hosts, sporting event producers, clubs and venue managers to manage sporting event information, player and match statistics, to promote and facilitate sales of tickets and registration and other access types by integration with other programs
    2. Providing a website with non-downloadable software for sporting event information, registration, check-in, ticket sales and validation at events, matches, tournaments, clubs, venues and digital environments
    3. Software as a service (SAAS) in the field of software for using blockchain technology to hold, control, trade, buy, sell, transfer, exchange and use digital assets namely, cryptocurrency, digital currency and virtual currency
    4. Providing application programming interfaces (APIs), namely, computer interfaces for allowing users to view data recorded using blockchain technology
    5. Provision of technology used to hold, control, trade, buy, sell, transfer, exchange and use digital assets, namely, cryptocurrency, digital currency and virtual currency and computer interfaces for allowing users to carry out transactions using blockchain technology
    6. Providing online, non-downloadable virtual goods, namely, online non-downloadable computer programs for the creation and trade of digital collectibles, featuring sports players, trophies, medals, art, information, audio, videos, tickets, photos, images, event footage, sporting highlights and experiences in the field of entertainment for use in digital environments
    7. Providing use of software applications through a website
    8. Software as a service (SAAS) services, namely, hosting software for use by others for use in communications between people and organisations in the fields of sports, entertainment, social networking, arts, events, cultural information and local experiences
    9. Platform as a service (PAAS) featuring computer software platforms for use in the field of communication among mobile devices, namely, mobile, handheld or wearable phones, smart watches, computers and tablets for users to connect, communicate and share information, text, audio and video in the fields of social networking, news, sports, performing arts, concerts, entertainment experiences, video games, fashion, visual arts and current events information with other users
    10. Providing non-downloadable software for use in managing promotional and advertising campaigns
    11. Computer programming
    12. Computer programs for database management
    13. Development of computer platforms
    14. Software development, installation, maintenance, updating or rental
    15. Development of computer game software
    16. Services providing IT infrastructures for collecting non-fungible tokens registered on a blockchain (blockchain network)
    17. Data storage service based on non-fungible tokens registered on a blockchain
    18. User authentication service using blockchain technology
    19. Electronic data storage
    20. Online data analysis services
    21. Design, development and distribution of virtual reality software
    22. Design, development and distribution of augmented reality software
    23. Design, development and distribution of computer game software and virtual reality software
    24. Design and development of computer game software including virtual reality applications
    25. Design, development and distribution of computer game software including augmented reality applications.