# Trade Mark Journal No.2025/029 18 July 2025

## UK00004187093 10 April 2025 (9,25,28,35,41)

Beat The Slump

Class 9
  Downloadable mobile applications; Computer software for interactive games; Artificial intelligence software for coaching and behavioural feedback; Motion-based video game software; Downloadable software for physical fitness, education, and wellbeing; Software using camera, accelerometer, and sensor technologies; Augmented reality (AR) software; Virtual reality (VR) software; Mixed reality and extended reality (XR) applications; Educational software for children and adults; Games software for physical and mental health development; Downloadable media featuring fitness routines, health education, and academic challenges; Computer software for generating, displaying, and interacting with holographic, 3D, or immersive content in real or virtual environments; wearable sensors for wellness and learning.
Class 25
  Clothing; sportswear; fitness clothing for adults and children; T-shirts; hoodies; tracksuits; leggings; sweatshirts; shorts; Hats; caps; socks; fitness uniforms and apparel; Athletic wear designed for physical activity, education, and wellness promotion; clothing for school programmes, fitness events, and merchandising purposes.
Class 28
  Fitness and motion-based activity kits for educational and recreational use; Children’s and adults’ physical activity games; Electronic and non-electronic toys for learning through movement; Smart toys with embedded technology; Equipment for motion-based interactive games; Balance and coordination training props; Resistance bands, mats, and game accessories for wellness and learning .
Class 35
  Retail and online store services featuring software, fitness equipment, educational toys, teaching materials, clothing, accessories, and wellness products; Merchandising of branded educational and fitness-related goods; Promotional services related to physical literacy, health innovation, and learning technology; Business consultancy and development services relating to wellness-based educational brands.
Class 41
  Educational services relating to physical and mental wellbeing; Health and nutrition education for children and adults; Fitness instruction via mobile apps and digital platforms; Interactive game-based learning services; Production of media content for educational and fitness purposes; Organisation of physical activity programmes and school or community events; Coaching and instruction services in literacy, numeracy, nutrition, and movement; Providing non-downloadable educational videos, games, and lessons; Training services in health, wellbeing, movement, cognitive development, and family fitness; Educational services relating to physical and mental wellbeing; Health and nutrition education for children and adults; Fitness instruction via mobile apps and digital platforms; Interactive game-based learning services; Production of media content for educational and fitness purposes; Organisation of physical activity programmes and school or community events; Coaching and instruction services in literacy, numeracy, nutrition, and movement; Providing non-downloadable educational videos, games, and lessons; Training services in health, wellbeing, movement, cognitive development, and family fitness.

EMMANUEL BOATENG