This information was published on 2026-02-03T08:08:35 for IP Right Registration Published.
| Field | Value |
| (210) | 2559687 |
| (220) |
23 Jun 2025
|
| (511) (510) |
Class 9
Computer software; Downloadable software applications; Downloadable software for fan engagement in sport and entertainment, including gamification, rewards, social interaction, and voting; downloadable software for connecting fans with creators and entertainers; downloadable software for AI-assisted photography, including real-time editing, personalization, and sharing; downloadable software for content creation, management, personalization, and optimization across digital platforms, including images, video, audio, and text; downloadable software for interactive features including polls, quizzes, augmented reality (AR) experiences, and overlays; downloadable software for data analytics and audience engagement insights; downloadable software for digital collectibles, digital trading cards, and non-fungible tokens (NFTs), including their creation, management, exchange, and trading; downloadable digital assets and collectibles authenticated by NFTs, including images, videos, audio, trading cards, and celebrity content; downloadable computer software for the creation, exchange, and management of digital assets and tokens; downloadable software for blockchain-based data authentication, secure transactions, and digital certification; downloadable software for generating, managing, and authenticating ethical deep fake AI-generated content, including video, audio, and images; downloadable payment gateway software for processing secure cryptocurrency and fiat currency transactions; downloadable computer application software for blockchain-based platforms; software for online marketplaces featuring digital goods, computer games, virtual reality, and augmented reality experiences; downloadable software for managing sports and entertainment event data, broadcasting, and analytics; downloadable software for use in relation to games, entertainment, sport, sports information, fan information, loyalty and rewards programmes, and retailing of goods; downloadable software for processing and analysing data and information in relation to sports, sporting events, entertainment, and fan engagement; downloadable software for publishing, streaming, uploading, downloading, sharing, or otherwise distributing audio-visual content, electronic media, data, and information; downloadable electronic publications; downloadable media content including photographs, videos, audio recordings, images, animations, and text files; downloadable software for publishing, streaming, uploading, downloading, sharing, or otherwise distributing audio-visual content, electronic media, data, and information. Class 35 Online retail and wholesale services featuring downloadable digital content, digital collectibles, and non-fungible tokens (NFTs), including virtual goods; provision of online marketplaces for digital assets and NFTs; advertising, marketing, and sales promotion services; business consultancy in marketing strategies, audience engagement, and content analytics using artificial intelligence; business management services for fan engagement, sports, and entertainment; business administration services; loyalty and incentive programs for promotional and fan participation purposes, including providing tokens of value. Class 38 Broadcasting; Streaming services for audio, video, and multimedia content via global communication networks; electronic transmission of digital content, including images, videos, audio, and data; photo and video sharing services; provision of access to online databases and platforms for content distribution and fan engagement; providing online chat rooms, forums, and bulletin boards for fan interaction, entertainment, and sports-related content. Class 41 Entertainment services; sporting and cultural activities; Entertainment services provided via websites and mobile applications featuring non-downloadable multimedia content, including interactive media; providing online fan engagement platforms, digital fan clubs, gamified experiences, social events, and virtual collectibles; entertainment services in virtual environments, games, and simulations featuring sports and entertainment personalities; fan club services; publishing, production, and distribution of multimedia content, including for personalization and localization; providing on-demand and non-downloadable content, including music, podcasts, films, and sports programming; organizing and providing information on sports events, esports, competitions, races, and matches; sports training services; providing news, commentary, and data relating to sports and entertainment. Class 42 Software as a service (SaaS), platform as a service (PaaS), and artificial intelligence as a service (AIaaS); Software as a service (SaaS), platform as a service (PaaS), and artificial intelligence as a service (AIaaS) featuring software for fan engagement in sport and entertainment, including gamification, rewards, social interaction, and voting; providing temporary use of non-downloadable software for connecting fans with creators and entertainers; providing temporary use of non-downloadable software for AI-assisted photography, including real-time editing, personalisation, and sharing; providing temporary use of non-downloadable software for content creation, management, personalisation, and optimisation across digital platforms, including images, video, audio and text; providing temporary use of non-downloadable software featuring interactive features including polls, quizzes, augmented reality (AR) experiences, and overlays; providing temporary use of non-downloadable software for data analytics and audience engagement insights; providing temporary use of non-downloadable software for digital collectibles, trading cards, and non-fungible tokens (NFTs), including creation, management, exchange, and trading; providing online non-downloadable computer software for the creation, exchange, and management of digital assets and tokens; blockchain-based platforms for secure digital asset management, authentication, and transactions; providing online non-downloadable computer software for the creation, management, and ethical generation of deep fake media; providing online non-downloadable computer software for the creation, management, and generation of AI-generated synthetic media; providing online non-downloadable payment gateway software for secure processing of cryptocurrency and fiat payments; providing temporary use of non-downloadable software for use in online marketplaces featuring cryptocurrency, digital goods, computer games, virtual reality and augmented reality experiences; providing temporary use of non-downloadable software for managing sports and entertainment event data, broadcasting, and analytics; providing temporary use of non-downloadable software for use in relation to games, entertainment, sport, sports information, fan information, loyalty and rewards programmes, and retailing of goods; providing temporary use of non-downloadable software for processing and analysing data and information in relation to sports, sporting events, entertainment, and fan engagement; providing temporary use of non-downloadable software for publishing, streaming, uploading, downloading, sharing, or otherwise distributing audio-visual content, electronic media, data and information; hosting digital content platforms, online marketplaces, and fan engagement environments; design and development of artificial intelligence software and digital media platforms; blockchain-based services for data authentication, digital certification, and secure storage; hosting of online platforms for the distribution of digital collectibles, NFTs and media content. |
| (540) | FANBTH |
| (550) | Word |
| (730) |
Amega Tech Pty Ltd
ACN/ABN 687442940 39687442940 |
| (750) |
Duncan Cotterill Lawyers
|
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