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Application Number:5391986
Status:
Unknown
Class:35
Filing Date:Thu, 31 Mar 2022
In Progress

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"MISMINT" is still moving through the registration pipeline. Most applications hit at least one hurdle — objection, opposition or a hearing — and deadlines at each stage are short. Get notified the moment the status changes.

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Trademark Information

TrademarkMISMINT
Trademark TypeWordmark
Class35
Application Number5391986
Nature/Scope of businessOperating an online marketplace for displaying, registering, purchasing, selling, or transferring digital collectibles, represented by non-fungible cryptographic tokens via a blockchain network, in the field of sports entertainment, featuring players, games, game footage, game highlights, data, statistics, records, visual effects or virtual experiences depicted in video audio clips, graphics, or photography; Online retail store services featuring digital content, computer software programs, computer games, audio recordings, electronic publications, books, movies, music, videos, and television programs
PublicationIn Journal No. 2057
Status
Unknown
Applicant: DAPPER LABS INC.
Applicant Address600-565 Great Northern Way Vancouver, BC V5T 0H8 Canada A corporation incorporated under the laws of Canada
JurisdictionDELHI
AgentLEXORBIS
Agent Address709/710 Tolstoy House, 15-17 Tolstoy Marg, New Delhi-110001

Frequently Asked Questions

Who is the owner of trademark MISMINT?
The trademark application number 5391986 is owned by DAPPER LABS INC..
Which class does trademark MISMINT belong to?
Trademark application number 5391986 is filed under Class 35, which relates to the specified goods and services.
Who is the trademark agent for application 5391986?
The trademark agent associated with application number 5391986 is LEXORBIS.
Was trademark MISMINT published in the journal?
Yes, trademark application number 5391986 was published in Journal No. 2057.
What is trademark MISMINT?
Trademark application number 5391986 relates to "Operating an online marketplace for displaying, registering, purchasing, selling, or transferring digital collectibles, represented by non-fungible cryptographic tokens via a blockchain network, in the field of sports entertainment, featuring players, games, game footage, game highlights, data, statistics, records, visual effects or virtual experiences depicted in video audio clips, graphics, or photography; Online retail store services featuring digital content, computer software programs, computer games, audio recordings, electronic publications, books, movies, music, videos, and television programs".

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