WELLNIFY.AI
Summary of public USPTO data
- Owner
- The Program Technologies Inc.
- Status
- Live/Registered
- Serial number
- 99153568
- Registration number
- 8418892
- Filing date
- 2025-04-24
- Registration date
- 2026-09-01
- International classes
- 9, 41, 42
Goods and services
Class 9
- Downloadable computer application software for smart phones, tablets and handheld computers, namely, software for users to obtain, access and coordinate physical fitness training
- digital media, namely, downloadable audio and audiovisual recordings featuring exercise and fitness instruction
- downloadable educational mobile applications for use in instruction in the fields of mental health and wellness
- downloadable software in the nature of a mobile application for providing a dashboard of user personalized health and wellness information
- downloadable software in the nature of a mobile application for setting, tracking, and monitoring health and wellness goals of users
- downloadable software in the nature of a mobile application for use in the field of exercise and fitness, namely, the gamification of health and wellness activities through augmented reality based workouts and programs
- Downloadable software in the nature of a mobile application for handheld computers, tablet computers and mobile phones to enable users to obtain, access, track and coordinate physical fitness training exercises, challenges and classes
- Downloadable software in the nature of a mobile application for handheld computers, tablet computers and mobile phones to enable users to obtain, access, track and coordinate physical fitness training exercises, challenges and classes in a gamified environment
- Downloadable software in the nature of a mobile application for handheld computers, tablet computers and mobile phones to enable users to set, track and monitor physical health, mental health and wellness goals in a gamified environment
- Downloadable software in the nature of a mobile application for handheld computers, tablet computers and mobile phones to enable users to obtain, access, track and coordinate mental health and wellness education and training
- Downloadable software in the nature of a mobile application for handheld computers, tablet computers and mobile phones to enable users to obtain, access, track and coordinate mental health and wellness education and training in a gamified environment
- Downloadable software in the nature of a mobile application for handheld computers, tablet computers and mobile phones that provides to users information in the field of wellness, mental health, exercise and fitness
- Downloadable software in the nature of a mobile application for handheld computers, tablet computers and mobile phones that provides to users information in the field of wellness, mental health, exercise and fitness in a gamified environment
Class 41
- Providing education in the field of wellness, mental health, exercise and fitness in a gamified environment offered through online, non-downloadable videos and instructor assistance
- Providing online virtual and augmented reality fitness classes, exercise instruction, exercise demonstrations, and virtual personal trainer services in a gamified environment via a downloadable application for handheld computers, tablet computers and mobile phone
Class 42
- Software as a services (SAAS) services featuring software for use in the field of exercise and fitness, namely, the gamification of health and wellness activities through augmented reality based workouts and programs
- software as a services (SAAS) services featuring software that provides users with physical fitness training classes, challenges and exercises in a gamified environment
- software as a services (SAAS) services featuring software that provides users with virtual and augmented reality fitness classes and exercises, virtual exercise demonstrations, and virtual personal trainer services in a gamified environment
- software as a services (SAAS) services featuring software that enables users to set, track and monitor physical health, mental health and wellness goals in a gamified environment