Trademark Logo
Application Number:6050234
Status:
Unknown
Class:9
Filing Date:Thu, 03 Aug 2023

Trademark Information

TrademarkWIZKLUB TECHNATHON
Trademark TypeWordmark
Class9
Application Number6050234
Nature/Scope of businesshildren's educational software; Audio visual teaching apparatus; Teaching apparatus and instruments; Science sets for children being teaching apparatus; Electronic instructional and teaching apparatus and instruments; Virtual classroom software; Downloadable applications for mobile devices; Augmented reality software for use in mobile devices for integrating electronic data with real world environments; Computer programmes for interactive television and for interactive games and/or quizzes.
PublicationIn Journal No. 2144
Status
Unknown
Applicant: M/S. RANKGURU TECHNOLOGY SOLUTIONS PRIVATE LIMITED
Applicant AddressPlot No. 81, Survey No 11/11-11/1, Khanmet, Ayyappa Society, Madhapur, Hyderabad - 500 081, Telangana, India a private limited company
JurisdictionCHENNAI
AgentK & S PARTNERS
Agent Address515-B, Platinum Tower, 5th Floor, Sohna Road, Sector 47, Gurgaon - 122002, National Capital Region, India

Frequently Asked Questions

Who is the owner of trademark WIZKLUB TECHNATHON?
The trademark application number 6050234 is owned by M/S. RANKGURU TECHNOLOGY SOLUTIONS PRIVATE LIMITED.
Which class does trademark WIZKLUB TECHNATHON belong to?
Trademark application number 6050234 is filed under Class 9, which relates to the specified goods and services.
Who is the trademark agent for application 6050234?
The trademark agent associated with application number 6050234 is K & S PARTNERS.
Was trademark WIZKLUB TECHNATHON published in the journal?
Yes, trademark application number 6050234 was published in Journal No. 2144.
What is trademark WIZKLUB TECHNATHON?
Trademark application number 6050234 relates to "hildren's educational software; Audio visual teaching apparatus; Teaching apparatus and instruments; Science sets for children being teaching apparatus; Electronic instructional and teaching apparatus and instruments; Virtual classroom software; Downloadable applications for mobile devices; Augmented reality software for use in mobile devices for integrating electronic data with real world environments; Computer programmes for interactive television and for interactive games and/or quizzes.".

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