POCKET CHANGE KIDS
Mark Identification

POCKET CHANGE KIDS

Serial Number

86847406

Filing Date

Dec 13, 2015

Trademark by

TRANSFORMANCE INC.

Classification Information

computer application software for mobile phones, portable computers, and handheld computers namely, software used to teach financial education and financial literacy using gamification tools; computer application software for mobile phones, portable computers, and handheld computers, namely, gaming software for playing financial themed games; downloadable software in the nature of a mobile application to teach financial education and financial literacy using gamification tools; downloadable game software in the nature of a mobile application for use in playing financial themed games

Electrical and Scientific Apparatus

Educational services for children, namely, providing programs, classes, seminars, workshops, and the corresponding course materials used therein, in the field of financial literacy and financial education; financial education services for children, namely, providing training, courses of instruction, seminars, classes and workshops in the fields of economics, finance, personal fiscal responsibility, credit, debt management, and money management; education services for children, namely, providing online information, courses, webinars, live teleconferences and on site retreats in the field of financial education; educational services for children, namely, conducting classes and seminars in the field of consumer money, student loan default, bankruptcy, budget, credit, and debt management

Education and Entertainment

Providing temporary use of an on-line, non-downloadable, cloud-computing based game software application to teach financial education and financial literacy using gamification tools; providing temporary use of online non-downloadable game software to teach consumers about financial education through gamification tools; software as a service (SAAS) services featuring software to teach financial education and financial literacy using gamification tools; providing a website featuring non-downloadable videos in the field of financial planning and financial education; entertainment services, namely, providing temporary use of non-downloadable video games in the field of financial education

Computer and Scientific