# Trade Mark Journal No.2025/031 1 August 2025

## UK00004236273 18 July 2025 (9,16,25,28,35,38,41,42,45)

AIMAGINARIUM

Class 9
  Software, Apps, and Multimedia; Downloadable software and mobile applications powered by artificial intelligence (AI) for use in children's education and entertainment; gamified educational software featuring interactive storytelling, learning missions, and character-based learning companions; downloadable multimedia content including animated videos, audio stories, and interactive games for primary-level learners; software for tracking educational progress, customizing learning paths, and providing real-time analytics for parents and educators; virtual agents and avatars for use in educational applications; downloadable content packs for digital learning environments.
Class 16
  Printed Goods & Educational Materials; Printed storybooks, educational books, activity books, workbooks, coloring books, exercise books, journals, flashcards, stickers, posters, and printed educational materials for children; printed guides and resources featuring characters, narratives, and missions from an AI-powered educational entertainment platform; printed learning progress trackers and materials complementing digital educational experiences.
Class 25
  Apparel & Wearables; Clothing, footwear, headgear featuring characters, branding, and artwork derived from the Aimaginarium educational and entertainment platform; costumes, pajamas, caps, T‑shirts, hooded sweatshirts, and other wearable merchandise.
Class 28
  Toys, Games & Consoles; Electronic and mechanical games and toys; game consoles and accessories; educational kits and play‑based learning toys with AI‑enabled digital integration; interactive plush toys and action figures based on platform characters; board games and card games incorporating educational storytelling and gamification.
Class 35
  Advertising and Business Services; Business consultancy and commercial advisory services in the field of educational technology and AI-powered learning; promotion and marketing of educational content, products, and services; business strategy support for schools and education providers implementing AI-based learning tools; retail and wholesale services connected with the sale of educational materials, books, games, merchandise, and software; organization and management of promotional campaigns related to child development and education; brand development and marketing services in connection with interactive learning platforms.
Class 38
  Internet Communications, Sharing, User Interaction; Provision of online communication and transmission services via the internet and mobile networks for educational and entertainment purposes; streaming of audio, video, and multimedia content for children and families in connection with gamified learning, interactive storytelling, and mission-based activities; electronic messaging and notification services for real-time updates, performance tracking, and parental dashboards; enabling safe, moderated, and AI-powered interactions between users and virtual learning companions; transmission of data and media content through web-based platforms, mobile applications, and cloud infrastructure supporting educational experiences.
Class 41
  Education, Entertainment, Training; Provision of interactive educational services via a gamified AI platform for children aged 5 to 18; entertainment services in the nature of personalized storytelling experiences, character-driven adventures, and animated content; educational and instructional services delivered through interactive missions, games, and virtual companions; publishing and distribution of multimedia educational content; development and delivery of training programs and assessments for children in literacy, numeracy, science, digital literacy, and emotional learning; production of audio, video, and interactive content for educational and entertainment purposes; organization of online competitions, learning quests, and educational events for children.
Class 42
  SaaS, AI, Platform Tech, Customization; Software as a Service (SaaS) featuring AI-powered educational platforms for children; development, customization, and maintenance of digital learning environments for primary school-age users; providing temporary use of non-downloadable software for gamified education, interactive storytelling, and real-time progress tracking; design and development of intelligent agents and adaptive learning engines; platform services for customizing character companions, learning journeys, and difficulty levels based on performance data; technological consultancy in the fields of AI-driven education, user engagement analytics, and behavior-based curriculum adaptation.
Class 45
  Legal and Social Services; Online safety monitoring, moderation, and protection services for children using educational platforms; provision of child-appropriate online environments through ethical AI agents and content moderation tools; digital safeguarding tools and consultancy in the field of responsible AI in education; development of social interaction frameworks to promote inclusive, safe, and supportive online learning communities for primary-aged learners.

Tarvinder Singh Nijjar