EUTM file information

018792695

DRIM


November 9, 2022

Trademark Summary

The trademark application DRIM was filed by TOYS CENTRE S.L., a corporation established under the laws of the Kingdom of Spain (the "Applicant"). The application was published for oppositions on June 20, 2023, and it was registered by office on September 27, 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. Games, Toys, sporting goods, wrists, Stuffed toys, Costumes, Chromos, Stationery, Adhesives, Articles of paper and Articles made of cardboard, Backpacks, Casual bags, Cases, School supplies, Articles for bookbinding, Materials for writing and Articles for drawing, The aforesaid goods incorporating near-field communication technology
    2. Games, Toys, sporting goods, wrists, Stuffed toys, Costumes, Chromos, Stationery, Adhesives, Articles of paper and Articles made of cardboard, Backpacks, Casual bags, Cases, School supplies, Articles for bookbinding, Materials for writing and Articles for drawing, The aforesaid goods to be sold to virtual avatars
    3. Digital media, namely, Collectibles, Art, Tokens and non-fungible tokens (NFTs)
    4. NFTs with digital collectibles, images, photographs, artwork, videos or audio recordings for use with blockchain technology
    5. Digital tokens used with blockchain technology to represent a collectible item, for data storage and to limit access to content
    6. Downloadable virtual goods, namely, Computer programs for use online and in virtual online worlds
    7. Providing non-downloadable online virtual goods, namely digital artwork, photographs, videos or audio recordings
    8. Downloadable software for interactive games for use via a global computer network and via a variety of wireless networks and electronic devices
    9. Downloadable software for engaging in social networking and interacting with online communities, accessing and streaming multimedia entertainment content, and for providing access to a virtual online environment, and Downloadable software in the nature of a mobile application for users to browse and conduct electronic transactions of retail consumer goods, including the following products: Games, Toys, sporting goods, wrists, Stuffed toys, Costumes, Chromos, Stationery, Adhesives
    10. Paper
    11. Cardboard
    12. Backpacks, Casual bags, Cases, School supplies, Articles for bookbinding, Materials for writing and Articles for drawing
    13. Downloadable computer software for creating, producing and modifying animated and non-animated digital designs and characters, avatars, digital overlays and masks for access to and use in online environments, online virtual environments and extended reality virtual environments
    14. Near field communication tokens
    15. Downloadable mobile application software for ordering the following goods: Games, Toys, sporting goods, wrists, Stuffed toys, Costumes, Chromos, Stationery, Adhesives, Articles of paper and Articles made of cardboard, Backpacks, Casual bags, Cases, School supplies, Articles for bookbinding, Materials for writing and Articles for drawing
    16. Near field communication tags for interacting with mobile applications to obtain information concerning the following goods: Games, Toys, sporting goods, wrists, Stuffed toys, Costumes, Chromos, Stationery, Adhesives, Articles of paper and Articles made of cardboard, Backpacks, Casual bags, Cases, School supplies, Articles for bookbinding, Materials for writing and Articles for drawing
    17. Near field communication tags for marketing and authenticating the following goods: Games, Toys, sporting goods, wrists, Stuffed toys, Costumes, Chromos, Stationery, Adhesives, Articles of paper and Articles made of cardboard, Backpacks, Casual bags, Cases, School supplies, Articles for bookbinding, Materials for writing and Articles for drawing
    18. Downloadable computer software for providing access to electronic content and experiences in a virtual environment
    19. Downloadable mobile application software for providing access to digital electronic content and experiences in a virtual environment including a metaverse, virtual reality, augmented reality, mixed reality, extended reality or a combination thereof via an internet portal or other communication network
    20. Downloadable virtual goods for use online and in online virtual environments
    21. Downloadable software for access to social networks and interaction with online communities
    22. Downloadable software for access to and streaming multimedia entertainment content
    23. Downloadable software for providing access to an online virtual environment
    24. Downloadable software for creation
    25. Producing and modifying animated and non-animated digital characters and drawings
    26. Digital avatars
    27. Overlays and masks for access to and use in online environments
    28. Virtual online environments, and extended reality virtual environments
    29. Near field communication tokens
    30. Downloadable mobile applications for ordering products
    31. Software for use in the following fields: virtual reality
    32. Augmented Reality
    33. Mixed reality
    34. Identity verification
    35. Online marketplaces and the creation of self-sovereign identity
    36. Downloadable multimedia files containing the following goods: artwork
    37. Texts
    38. Audio and video files and Non-fungible tokens
    39. Computer application software for the metaverse experience
    40. Creation software
    41. Manipulating and participating in 3D virtual environments
    42. Augmented reality software
    43. Virtual reality software
    44. Software for enhancing the audio-visual capabilities of multimedia applications
    45. Namely
    46. For integrating text
    47. Audio
    48. Graphics
    49. Still images and moving pictures
    50. Downloadable software for virtual money
    51. E-commerce software for non-fungible token (NFT) trading
    52. Tokens [software]
    53. Non-fungible tokens (NFT's)
    54. Application tokens
    55. Digital materials
    56. Namely
    57. Non-fungible tokens (NFTs)
    58. Non-fungible tokens used with blockchain technology
    59. Non-fungible tokens featuring collectible items
    60. Digital tokens used with blockchain technology
    61. Digital assets authenticated by non-fungible tokens (NFTs)
    62. Downloadable multimedia files
    63. Downloadable digital video recordings
    64. Downloadable image files
    65. Camera application software based on virtual/augmented reality for smartphones
    66. Virtual reality models
    67. Virtual reality software for simulation
    68. Wearable laptops
    69. Computer programs and software for a service that automatically converts portrait photographs into 3D avatar images
    70. Games software
    71. Games software
    72. Interactive game software
    73. Smartglasses
    74. Electronic publications, downloadable
    75. Software for manufacturing
    76. Editing
    77. Storage
    78. Exchanging
    79. Broadcasting
    80. And transmitting photographs or videos or for chatting
    81. Video display software
    82. All the aforesaid goods in relation to the following goods: Games, Toys, sporting goods, wrists, Stuffed toys, Costumes, Chromos, Stationery, Adhesives, Articles of paper and Articles made of cardboard, Backpacks, Casual bags, Cases, School supplies, Articles for bookbinding, Materials for writing and Articles for drawing
    83. Virtual reality hardware
    84. Virtual reality glasses
    85. Cloud servers
    86. Virtual reality headsets
    87. Virtual reality headsets with microphone
    88. Storage apparatus for computer data
    89. USB flash drives
    90. USB port cards
    91. Credit card-style USB flash drives
    92. USB flash drives [not pre-recorded]
    93. Integrated circuit cards [smart cards]
    94. Covers for data storage devices
    95. CD storage cases
    96. Cases for telephones
    97. Cases for spectacles and sunglasses
    98. Mouse pads
    99. Sleeves for laptops
    100. Electronic agendas
    101. Cases for electronic diaries
    102. MP3 players
    103. Covers for MP3 players
    104. Battery charging devices for motor vehicles
    105. Devices for hands-free use of mobile phones
    106. Pens with conductive point for touch screen devices.
  • The mark was filed in class 35 with Retail store services and on-line store services in relation to the following goods: Virtual goods, Namely concrete Games, Toys, Sporting articles, Dolls, Stuffed toys, costumes, Trading cards, Stationery items, Adhesives, Goods of paper or cardboard, Backpacks, bags, Cases, School supplies, Book-binding material, Writing and drawing supplies and Online retail services in relation to: digital assets, digital collectibles, Digital tokens and non-fungible tokens (nfts), Namely games and playthings, Toys, Sporting articles, Dolls, Stuffed toys, costumes, Trading cards, Stationery items, Adhesives, Goods of paper or cardboard, Back packs, Bags, Cases, School supplies, Book-binding material, Writing and drawing supplies..
  • The mark was filed in class 41 with following description of goods:
    1. Providing an interactive website for virtual reality game services
    2. Entertainment services, specifically, Providing online non-downloadable goods in relation to the following goods: Games, Playthings, sports articles, Dolls, cuddly toys, Costumes, Trading cards, Stationery, adhesives, Paper items and Cardboard, Backpacks, Bags, cases, School supplies, Bookbinding material, Writing and drawing materials Digital animated and non-animated designs and characters, Avatars, digital overlays and Masks, All the aforesaid goods being for use in virtual environments
    3. Virtual reality and interactive gaming services provided online from a global computer network and via various wireless networks and electronic devices
    4. Entertainment services, namely, online video games
    5. Entertainment services, specifically, Providing virtual environments in which users can interact for recreational, leisure or entertainment purposes
    6. Entertainment services, namely, Providing an online environment featuring streaming of entertainment content and live streaming of entertainment events
    7. Entertainment services in the form of arranging, organising and hosting virtual shows and social entertainment events
    8. Entertainment services, specifically, Providing a metaverse for people to browse, accumulate, buy, sell and trade the following goods: Games, Playthings, sports articles, Dolls, cuddly toys, Costumes, Trading cards, Stationery, adhesives, Paper items and Articles made of cardboard, Backpacks, Bags, cases, School supplies, Bookbinding material, Writing materials and Articles for drawing
    9. Teaching
    10. Training
    11. Entertainment services
    12. Sporting and cultural activities
    13. Providing entertainment services via an interactive website featuring virtual reality and interactive game services
    14. Entertainment services, namely, online video games For recreational purposes, for leisure purposes or For entertainment purposes
    15. Entertainment services, namely, Providing the following goods online: Games, Playthings, sports articles, Dolls, cuddly toys, Costumes, Trading cards, Stationery, adhesives, Paper items and Articles made of cardboard, Backpacks, Bags, cases, School supplies, Bookbinding material, Writing materials and Articles for drawing, The aforesaid non-downloadable virtual goods
    16. Entertainment services, namely, Providing the following goods online: Digital animated and non-animated designs and characters, Avatars, digital overlays, and skins, The aforesaid goods for use in virtual environments created for entertainment purposes
    17. Entertainment services namely providing virtual environments within which users can interact for recreational, leisure or entertainment purposes
    18. Entertainment services, namely, providing an online environment featuring multimedia entertainment content and live social entertainment events available via streaming transmission services
    19. Entertainment services, namely, providing on-line, non-downloadable virtual game currency for use in virtual environments and For entertainment purposes
    20. Virtual reality and interactive game services provided online from a global computer network and through various wireless networks and electronic devices
    21. Entertainment services, specifically organizing, arranging, and hosting virtual performances and social entertainment events
    22. Entertainment services, namely, Providing a metaverse for individuals to browse, accumulate, buy and sell games, toys, sporting goods, dolls, soft toys, costumes, stickers, stationery, cards, paper and cardboard items, backpacks, bags, pencil cases, school supplies, bookbinding materials, writing and drawing materials, enabling trading thereof in virtual environments created for entertainment purposes.