Trademark Overview
On Monday, March 31, 2025, a trademark application was filed for EDSPORTS with the United States Patent and Trademark Office. The USPTO has given the EDSPORTS trademark a serial number of 99113809. The federal status of this trademark filing is NEW APPLICATION - RECORD INITIALIZED NOT ASSIGNED TO EXAMINER as of Monday, March 31, 2025. This trademark is owned by Plasma Games, Inc.. The EDSPORTS trademark is filed in the Computer & Software Products & Electrical & Scientific Products, Education & Entertainment Services, and Computer & Software Services & Scientific Services categories with the following description:
Organizing, conducting and operating academic esports tournaments in the fields of science, technology, engineering, and mathematics (STEM); Organizing multiplayer educational video game competitions for students at the classroom, school, district, and national levels; Providing online esports competitions featuring curriculum-aligned video games that assess student understanding of STEM topics
Downloadable educational video game software platform for teaching science, technology, engineering, and mathematics (STEM); Downloadable electronic games for use in classroom instruction and academic competitions; Downloadable software featuring artificial intelligence tutoring, auto graded assessments, and data tracking dashboards for educators; Downloadable software enabling multiplayer academic esports tournaments at school, district, and national levels; Downloadable educational software that simulates chemistry, physics, engineering, robotics, and biology concepts through interactive game mechanics; Downloadable software for STEM-focused learning management, game-based quizzes, simulations, and curriculum-aligned challenges; Downloadable gaming software platform for hosting educational video games
Providing temporary use of online non-downloadable software featuring educational video games and instructional platforms in the field of STEM; Software as a service (SaaS) featuring a game-based learning platform that includes curriculum integration, performance analytics, and AI tutoring tools; Design and development of multiplayer educational games for academic competitions and classroom use; Platform as a service (PaaS) featuring educational software for hosting and managing esports tournaments with a focus on scientific and engineering skills; Development of digital tools enabling educators to assign, track, and assess STEM learning outcomes through interactive simulations and gaming environments; Online non-downloadable gaming software platform for hosting educational video games