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Application Number:5112882
Status:
Unknown
Class:42
Filing Date:Wed, 01 Sep 2021

Trademark Information

TrademarkMONKEY SHANTI
Trademark TypeWordmark
Class42
Application Number5112882
Nature/Scope of businessSoftware development for and in relation to web service(s) (in tangible and/or intangible media), web portal(s) based services (in tangible and/or intangible media), and mobile application(s) based services (in tangible and/or intangible media), games, serious games, data analytics, in relation to education, training, and/or consulting, for an in relation to healthcare, wellness, wellbeing, lifestyle, mental healthcare, life skills, etc., by utilizing principles, applications, and/or methodologies of, but not limited to, psychology, clinical psychology, neurosciences, nutrition, kinesiology, life skills education, anthropology, sociology, development studies and gender studies
PublicationIn Journal No. 2020
Status
Unknown
Applicant: SMITA MUJUMDAR TRADING AS M/S. MONKEY SHANTI
Applicant Address3B, BLOCK 12, RAIL VIHAR, SECTOR-56, GURUGRAM-122011, HARYANA A PROPRIETORSHIP CONCERN
JurisdictionDELHI
AgentS.SINGH & ASSOCIATES
Agent Address213, 3RD FLOOR PARMANAND COLONY, DR. MUKHERJEE NAGAR DELHI-9

Frequently Asked Questions

Who is the owner of trademark MONKEY SHANTI?
The trademark application number 5112882 is owned by SMITA MUJUMDAR TRADING AS M/S. MONKEY SHANTI.
Which class does trademark MONKEY SHANTI belong to?
Trademark application number 5112882 is filed under Class 42, which relates to the specified goods and services.
Who is the trademark agent for application 5112882?
The trademark agent associated with application number 5112882 is S.SINGH & ASSOCIATES.
Was trademark MONKEY SHANTI published in the journal?
Yes, trademark application number 5112882 was published in Journal No. 2020.
What is trademark MONKEY SHANTI?
Trademark application number 5112882 relates to "Software development for and in relation to web service(s) (in tangible and/or intangible media), web portal(s) based services (in tangible and/or intangible media), and mobile application(s) based services (in tangible and/or intangible media), games, serious games, data analytics, in relation to education, training, and/or consulting, for an in relation to healthcare, wellness, wellbeing, lifestyle, mental healthcare, life skills, etc., by utilizing principles, applications, and/or methodologies of, but not limited to, psychology, clinical psychology, neurosciences, nutrition, kinesiology, life skills education, anthropology, sociology, development studies and gender studies".

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