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SAMG Entertainment Co., Ltd. trademark application for CATCH! TEENIEPING

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Filed 2026-10-22, serial number 50177432. Every fact below is from the USPTO record.

CATCH! TEENIEPING is SAMG Entertainment Co., Ltd.'s new trademark: SAMG Entertainment Co., Ltd. applied to register it with the US Patent and Trademark Office on October 22, 2026 for trading cards for games, game cards and play tents (Class 28: toys, games and sporting goods), and for goods or services in 4 other classes (USPTO record, serial 50177432, October 22, 2026).

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SAMG Entertainment Co., Ltd., a corporation, applied to register the trademark CATCH! TEENIEPING with the United States Patent and Trademark Office on 2026-10-22, serial number 50177432. The application covers 5 classes of goods and services, Class 14 (Jewelry and watches); Class 16 (Paper goods and printed matter); Class 25 (Clothing, footwear and headwear); Class 28 (Toys, games and sporting goods); Class 41 (Education and entertainment), and is based on an intent to use the mark in commerce (the goods or services are not yet sold under it). The latest step on the record is "Application filing receipt mailed" on 2026-10-22.

MarkCATCH! TEENIEPING
ApplicantSAMG Entertainment Co., Ltd., a corporation
Applicant's locationSeoul, KR
Serial number50177432
Filed2026-10-22
Filing basisAn intent to use the mark in commerce (the goods or services are not yet sold under it)
ClassesClass 14 (Jewelry and watches); Class 16 (Paper goods and printed matter); Class 25 (Clothing, footwear and headwear); Class 28 (Toys, games and sporting goods); Class 41 (Education and entertainment)
Latest step on the recordApplication filing receipt mailed, 2026-10-22

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What the Full Report on SAMG Entertainment Co., Ltd. covers

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  8. Sources

    1 cited source found

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What will CATCH! TEENIEPING be used for?

Class 14 (Jewelry and watches)

Jewelry cases; Jewelry boxes; Jewelry boxes, not of precious metal; Shoe jewellery; Leather key rings; Key holders being key chains; Key chains for use as jewellery; Key chains comprised of split rings with decorative fobs or trinkets; Charms for key rings; Watches; Clocks and watches; Jewellery; Precious metals; Earrings; Necklaces; Rings; Ankle bracelets; Brooches being jewellery; Jewelry charms; Pendants

Class 16 (Paper goods and printed matter)

Printed trading cards, other than for games; Printed sports trading cards; Printed instructional, educational, and teaching materials in the field of math, science, history, languages, entertainment, sports, and technology; Printed educational publications, namely, training manuals in the field of math, science, history, languages, entertainment, sports, and technology; Printed teaching materials in the field of music; Printed calendars; Printed talking children's books; Printed children's books; Printed picture books; Printed coloring books; Office stationery; Pastes and other adhesives for stationery or household purposes; Paper folding machines as office requisites; Staple removers; Staplers being office requisites; Rubber bands; Paper trimmers; Photographic prints; Drawing paper; Graphic prints; Graphic art reproductions; Printed postcards; Printed diaries; Printed notebooks; Paper note books; Sketchbooks; Printed periodicals in the field of math, science, history, languages, entertainment, sports, and technology; Printed publications, namely, books, hand-outs, workbooks, brochures, booklets in the field of math, science, history, languages, entertainment, sports, and technology; Paper and cardboard; Wrapping paper; Plastic film for wrapping; Packaging boxes of paper; Paper shopping bags; Tissues of paper; Toilet paper; Table linens of paper; Paper tablemats; Paper table runners; Bibs of paper; Printed greeting cards; Printed tickets; Printed posters; Writing paper; Pens; Pencils; Erasers; Drawing rulers; Pencil cases; Money clips; Ink stamps; Writing instruments; Stickers; Passport cases; Printed matter, namely, paper signs, books, manuals, curricula, newsletters, informational cards and brochures in the field of math, science, history, languages, entertainment, sports, and technology

Class 25 (Clothing, footwear and headwear)

Clothing, namely, t-shirts, shirts, pants, skirts, dresses, sweaters; Outer jackets; Coats; Underwear; Underclothing; Money belts; Hats; Hats for infants, babies, toddlers and children; Bandanas; Scarves; Gloves as clothing; Winter gloves; Mittens; Beachwear; Shirts; Sports shirts; Sports jackets; Sports pants; Sports over uniforms; Sports caps and hats; Sports skirts; Sport socks; Sport shoes; Sports bra; Sports jerseys; Sports dresses; Sports training suits; Leisure suits; Mountaineering shoes; Mountaineering gloves; Golf shirts; Golf shorts; Golf shoes; Golf trousers; Golf caps; Golf pants, shirts and skirts; Slippers; Bath slippers; Footwear; Shoes for children; Infants' shoes; T-shirts for children; Body suits for children; Sweaters for children; Tops as clothing for children; Headwear for children; Pants for children; Bottoms as clothing for children; Clothing jackets for children; Clothing for babies, toddlers and children, treated with fire and heat retardants, namely, pajamas, jackets, shirts, pants, jumper coveralls; Socks; Rainwear; Belts for clothing; Pajamas; Cardigans; Tights; T-shirts; Pants; Bottoms as clothing

Class 28 (Toys, games and sporting goods)

Game apparatus, namely, bases, bats, and balls for playing indoor and outdoor games; Apparatus for electronic games adapted for use with an external display screen or monitor; Trading cards for games; Game cards; Play tents; Darts; Video game machines; Joysticks for video games; Beach balls; Confetti; Swimming kickboards; Play swimming pools; Equipment sold as a unit for playing kickball, tossing and catching, indoor and outdoor hopscotch games; Toy for pets; Children's educational toys for developing fine motor, cognitive, counting skills; Baby multiple activity toys; Dolls; Toy building blocks capable of interconnection; Toy masks; Mechanical action toys; Model toy vehicles; Play houses and toy accessories therefor; Stuffed and plush toys; Toy figures; Toy building blocks; Educational toys for teaching math principles to children, namely, manipulative blocks for displaying patterns and groupings; Toy balloons; Computer gaming consoles for recreational game playing; Arcade video game machines; Tabletop games; Building games; Memory games; Balls for games; Board games; Puzzle board games; Beanbags in the form of playthings; Playthings, namely, puppet theatres; Hand held units for playing electronic games other than those adapted for use with an external display screen or monitor; Chessboards; Gymnastic apparatus; Spring boards; Weight lifting belts; Sports training apparatus in the nature of weights for attachment to baseball bats, golf clubs, lacrosse sticks; Jigsaw puzzles; Manipulative puzzles; LCD game machines; Toy insect nets; Ornaments for Christmas trees, except lights, candles and confectionery; Knee guards for athletic use

Class 41 (Education and entertainment)

Entertainment services, namely, televised appearances by a movie star, sports celebrity; Entertainment services in the nature of an ongoing reality based television program; Entertainment services, namely, production and distribution of a game show; Entertainment services in the nature of organizing social entertainment events; Entertainment services, namely, conducting parties; Entertainment services in the nature of live visual and audio performances by actors, musical bands, dancers; Entertainment services in the nature of presenting live musical performances; Entertainment services, namely, the provision of continuing programs, segments, movies, shows featuring news, comedy, commentary delivered by television, radio, satellite, the internet; Entertainment services, namely, providing online video games; Entertainment services, namely, providing on-line, non-downloadable virtual clothing, pets, furniture for use in virtual environments created for entertainment purposes; Virtual reality game services provided on-line from a computer network; Providing online computer games featuring virtual environments in which users can interact for entertainment purposes; Entertainment, namely, live performances by a musical band; Live music performances; Planning arrangement of showing movies, shows, plays or musical performances; Organization of entertainment events in the nature of dance competitions, live musical performances; Presentation of musical performances; Arranging and conducting concerts; Organization of exhibitions for musical entertainment; Entertainment, namely, live music concerts; Entertainment services in the nature of live vocal performances by musical bands; Animation production services; Movie showing; Provision of non-downloadable films and television programmes via a video-on-demand service; Providing online non-downloadable comic books and graphic novels; Publication of printed matter; Electronic publishing services, namely, publication of text and graphic works of others on CD, DVD, the internet featuring animated movies; Education services, namely, providing tutoring in the field of math, science, history, languages, entertainment, sports, and technology; Interactive on-line training services in the field of math, science, history, languages, entertainment, sports, and technology; Conducting distance learning instruction in the field of math, science, history, languages, entertainment, sports, and technology; Organization of exhibitions for

Where does the application stand?

DateStep on the record
2026-10-22New application entered
2026-10-22Application filing receipt mailed

Other new marks from SAMG Entertainment Co., Ltd.

FiledMarkClasses
2026-10-22METALCARDBOT28, 41
2026-10-22THE TEENIEPING14, 16, 25, 28, 41
2026-10-22SAMG ENTERTAINMENT14, 16, 25, 28, 41
2026-10-22MACHINA CORE28
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Where this comes from

A company that wants to protect a new brand name in the United States files a trademark application with the United States Patent and Trademark Office. The application names the mark, the company applying, the classes of goods and services it will be used for, in the company's own words, and whether the brand is already on sale or is still to launch. Each application gets a serial number and a public record that follows it through examination.

Every fact on this page is taken from that record and linked to it. MentionFox lists applications by companies only, corporations and limited liability companies; applications filed by individuals are not listed. A filing shows a company's plans for a name; it does not show sales, and an application can still be refused or abandoned.

Source: USPTO record for CATCH! TEENIEPING, serial number 50177432.

Cite this page

Permanent URL: https://mentionfox.com/new-brands/catch-teenieping-50177432
Last updated 2026-11-05
Primary record: USPTO trademark record
CATCH! TEENIEPING: new SAMG Entertainment trademark. MentionFox, 2026-11-05. https://mentionfox.com/new-brands/catch-teenieping-50177432