# Trade Mark Journal No.2025/038 19 September 2025

## UK00004253126 22 August 2025 (9,16,18,21,25,26,28,35,38,41,42)

YEVI

Class 9
  Downloadable and recorded software for education, entertainment, gaming, virtual worlds, augmented reality (AR), virtual reality (VR), metaverse experiences, and massively multiplayer online games (MMORPGs); mobile applications for personalized learning, interactive storytelling, digital world-building, and real-time immersive environments; software for game engine development, real-time rendering, physics simulation, gesture recognition, voice control, eye-tracking, and biometric interaction; artificial intelligence-powered learning tools, assistants, storytelling engines, adaptive gameplay systems, and procedural content generation; software for creating, modifying, analysing, managing, marketing, distributing, and monetising games, educational tools, multimedia content, and digital collectibles; blockchain-based software for managing virtual currencies, NFTs, in-game economies, and secure transactions; cybersecurity and digital identity protection tools; data analytics software; downloadable publications, e-books, music, videos, animations, and interactive audiovisual content; audiovisual and wearable tech, including AR/VR headsets, smart glasses, haptic devices, spatial audio, and mixed-reality hardware; peripherals for gaming and learning; electronic devices for child-safe communication and interactive education; apparatus for recording, transmitting, and reproducing sound, images, and data; downloadable virtual goods, namely digital collectibles, skins, and character-based items authenticated by NFTs; downloadable accessories for use in digital worlds and online environments.
Class 16
  Printed and hybrid educational materials, including books, personalised storybooks, AR-enabled story kits, NFC-enhanced print, comic books, workbooks, journals, magazines, and manuals; printed game instructions; interactive learning sheets; trading cards (non-gameplay); therapy-inspired learning content; decorative printed materials including posters, stickers, temporary tattoos, and paper party items; printed partyware, wrapping paper, gift bags, calendars, and paper toys; stationery and school supplies; printed promotional and merchandising materials; vouchers, tickets, and loyalty cards; packaging made of paper or cardboard.
Class 18
  Backpacks; school bags; luggage; tote bags; wallets; purses; other carrying cases; umbrellas.
Class 21
  Drinkware; mugs; bottles; cups; plates; bowls; lunch boxes; food containers; Kitchen utensils; character-themed mugs and plates.
Class 25
  Clothing, footwear and headwear for children and adults, including cosplay and role-play outfits, sleepwear, sportswear, uniforms, and character-themed apparel; smart wearable clothing with embedded sensors or haptic feedback for gaming, learning, or physical therapy; accessories including socks, hats, gloves, and scarves.
Class 26
  Hair accessories; badges; buttons; patches; ribbons; embroidery; braids; feathers[clothing accessories]; trimmings; shoe accessories; decorative articles for clothing and costume use; belt clasps; decorative textile patches for use on clothing or bags.
Class 28
  Toys, games and playthings; action figures, plush toys, character dolls, construction toys, puzzles, collectibles, and model kits; interactive educational toys, playsets, and physical or hybrid learning kits; video game machines and accessories; handheld and screen-based game apparatus; party games, novelties, and seasonal decorations; toy masks, role-play weapons and costumes; sporting and activity equipment for children including wearable tech-enhanced play gear; collectibles linked to digital characters or environments.
Class 35
  Retail and online store services connected with the sale of software, games, educational materials, downloadable virtual goods, namely digital collectibles, downloadable virtual avatars for use in online games and virtual worlds, downloadable character skins, downloadable virtual pets, and downloadable virtual clothing; toys, games and playthings; apparel; books; character merchandise, namely bags, stationery, mugs, tableware, clothing, plush toys, dolls, figurines, and play figures, and digital collectibles; operation of digital marketplaces for downloadable content, NFTs, and gamified educational tools; e-commerce services for both physical and virtual items; licensing, collaboration, and merchandising consultancy; compilation and provision of product data, reviews, and customer recommendations.
Class 38
  Streaming and delivery of digital and interactive content, including educational media, games, and live events; telecommunication of games and programs; secure and child-friendly online communication platforms; interactive chat and messaging for education and entertainment; voice and video calls integrated with gaming or learning; moderation and safety tools powered by AI; spatial audio and immersive sound services for AR/VR; transmission of NFTs, digital rewards, or user data linked to gameplay or educational progress.
Class 41
  Provision of interactive educational and entertainment services via digital platforms, virtual environments, and mobile apps; immersive learning experiences combining gameplay and educational content; personalised AI tutoring, emotional development, and therapy-based educational tools; digital classrooms, virtual reality field trips, and creative storytelling engines; organising live and virtual competitions, esports, fan events, and performances; operation of in-person nurseries, children’s activity centres, soft play areas, amusement rides, and themed attractions; multimedia publishing and content creation, including AI-generated narratives, character content, and hybrid physical-digital experiences; publishing of games, books, audiovisual works, and educational programs.
Class 42
  Design, development, and provision of software platforms for AI-powered education, interactive storytelling, and gamified learning; development of blockchain-secured applications for NFTs, digital identity, and user engagement; SaaS and PaaS services for educational games, content engines, virtual economies, and immersive environments; hosting of user-generated content and hybrid learning ecosystems; development and licensing of white-label software tools; AI-based moderation, deepfake detection, voice cloning, and personalised content creation; data analytics and platform management for virtual experiences.

Yevi Ltd