Trademark Overview
On Saturday, January 30, 2010, a trademark application was filed for CIRCUS MARCUS with the United States Patent and Trademark Office. The USPTO has given the CIRCUS MARCUS trademark a serial number of 77924181. The federal status of this trademark filing is ABANDONED - FAILURE TO RESPOND OR LATE RESPONSE as of Tuesday, December 7, 2010. This trademark is owned by Neowiz Entertainment, Inc.. The CIRCUS MARCUS trademark is filed in the Computer & Software Products & Electrical & Scientific Products and Education & Entertainment Services categories with the following description:
Computer game software; Computer game software downloadable from a global computer network; Computer game software for personal computers and home video game consoles; Computer game software for use on mobile and cellular phones; Computer game software for use with personal computers, home video game consoles used with televisions, and for arcade-based video game consoles; Computer software and firmware for operating system programs; Computer software, namely, game engine software for video game development and operation; Computer-gaming software; Downloadable computer game programs; Downloadable computer game software via a global computer network and wireless devices; Downloadable computer graphics; Electronic game programs; Electronic game software; Electronic game software for cellular telephones; Electronic game software for handheld electronic devices; Electronic game software for wireless devices; Game software; Interactive game programs; Interactive game software; Interactive m...
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 online video 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; Organizing live exhibitions and conferences in the fields of education, culture, sports and entertainment for non-business and non-commercial purposes; Providing a ...