JR JAMBOREE Trademark
Serial Number: 85278176
Trademark Classes
Owner Contact Info
Trademark Details
Filing Date
March 28, 2011
Registration Date
Not Registered
First Use Anywhere
February 14, 2010
First Use in Commerce
February 14, 2010
Goods & Services
(Based on Use in Commerce) Children's entertainment and amusement centers, namely, interactive play areas; Entertainment services, namely, providing a website featuring games and puzzles; Entertainment services, namely, providing an on-line computer game; Entertainment services, namely, providing brain training games on-line and in mobile wireless form; Entertainment services, namely, providing on-line computer games; Entertainment services, namely, providing online computer games that help maintain an active brain and thus improve memory, speed of processing, and that provide a variety of cognitive benefits that positively impact quality of life; Entertainment services, namely, providing online electronic games; Entertainment services, namely, providing temporary use of non-downloadable computer games; Entertainment services, namely, providing temporary use of non-downloadable computer learning games; Entertainment services, namely, providing temporary use of non-downloadable interactive games; Entertainment services, namely, providing virtual environments in which users can interact for recreational, leisure or entertainment purposes(Based on 44(d) Priority Application) Children's entertainment and amusement centers, namely, interactive play areas; Entertainment services, namely, providing a website featuring games and puzzles; Entertainment services, namely, providing an on-line computer game; Entertainment services, namely, providing brain training games on-line and in mobile wireless form; Entertainment services, namely, providing on-line computer games; Entertainment services, namely, providing online computer games that help maintain an active brain and thus improve memory, speed of processing, and that provide a variety of cognitive benefits that positively impact quality of life; Entertainment services, namely, providing online electronic games; Entertainment services, namely, providing temporary use of non-downloadable computer games; Entertainment services, namely, providing temporary use of non-downloadable computer learning games; Entertainment services, namely, providing temporary use of non-downloadable interactive games; Entertainment services, namely, providing virtual environments in which users can interact for recreational, leisure or entertainment purposes