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		<title>How Brands Become Culture in the Digital Age</title>
		<link>https://trademork.com/how-brands-become-culture-in-the-digital-age/</link>
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		<dc:creator><![CDATA[David Mork]]></dc:creator>
		<pubDate>Mon, 18 May 2026 12:22:42 +0000</pubDate>
				<category><![CDATA[Brand Building]]></category>
		<guid isPermaLink="false">https://trademork.com/?p=4410</guid>

					<description><![CDATA[For most of the twentieth century, brands tried to enter culture from the outside. They bought media. They placed ads in magazines. They sponsored television shows. They attached themselves to celebrities, sporting events and cultural moments that already existed. The job was simple enough: create a clear image, repeat it often and hope people remembered...]]></description>
										<content:encoded><![CDATA[<article>For most of the twentieth century, brands tried to enter culture from the outside.</p>
<p>They bought media. They placed ads in magazines. They sponsored television shows. They attached themselves to celebrities, sporting events and cultural moments that already existed. The job was simple enough: create a clear image, repeat it often and hope people remembered it when they were ready to buy.</p>
<p>That model still exists, but it no longer explains why some brands become part of everyday life while others remain forgettable.</p>
<p>In the digital age, brands do not become culture simply by advertising around culture. They become culture when people use them, remix them, joke about them, argue over them, identify with them and carry their meaning into public conversation.</p>
<p>A brand becomes culture when it stops being only a company selling something and starts becoming a shared reference point.</p>
<h2>From brand awareness to cultural presence</h2>
<p>Traditional branding was built around awareness. Did people recognize the logo? Did they remember the slogan? Did they associate the product with quality, status, affordability or trust?</p>
<p>Those things still matter. But awareness alone is no longer enough. A person can know a brand exists and still feel nothing toward it. They can scroll past it, compare it, copy it or replace it in seconds.</p>
<p>Cultural presence is different.</p>
<p>A culturally relevant brand is not just known. It has a role in how people express themselves. Apple is not just a technology company. For many people, it signals taste, creativity, simplicity and a specific relationship with design. Nike is not just sportswear. It represents ambition, performance and self-belief. Liquid Death is not just canned water. It turned a boring category into a piece of visual humor, rebellion and internet-native packaging, with later collaborations such as its <a href="https://www.creativebloq.com/design/branding/why-the-liquid-death-x-pop-tarts-collab-is-absolute-genius" target="_blank" rel="noopener">Pop-Tarts partnership</a> showing how far the brand can stretch its absurdist identity.</p>
<p>These brands are not only recognized. They are socially understood.</p>
<p>That is the real shift. Awareness lives in the mind. Culture lives between people.</p>
<h2>Digital culture moves faster than brand strategy</h2>
<p>The internet has made culture faster, messier and more participatory. A trend can form in a day, peak in a week and disappear before a traditional campaign would have passed legal review.</p>
<p>This creates a problem for brands. The old branding process was slow and controlled. A company would define its positioning, build a campaign, approve every word and release it into the market. The audience was expected to receive the message.</p>
<p>Now the audience talks back.</p>
<p>They screenshot. They parody. They compare. They turn small details into memes. They notice when a brand is trying too hard. They reward speed and honesty, but they punish corporate fakery almost instantly.</p>
<p>According to the <a href="https://sproutsocial.com/insights/press/the-days-of-trend-chasing-are-over-new-research-from-sprout-social-reveals-a-third-of-consumers-think-jumping-on-viral-trends-is-embarrassing-for-brands/" target="_blank" rel="noopener">2025 Sprout Social Index</a>, social media has become the number one source consumers use to keep up with trends and cultural moments. The same research found that 93% of consumers believe it is important for brands to keep up with online culture, but that surface-level trend-chasing can backfire. A third of consumers said it is embarrassing when brands jump on viral trends too often.</p>
<p>That matters because it shows the tension brands now face. People want brands to understand culture, but they do not want every brand to perform culture badly.</p>
<p>The strongest digital brands do not chase every trend. They understand which cultural moments actually make sense for them.</p>
<h2>Brand meaning is now co-created</h2>
<p>In the digital age, a company no longer fully controls what its brand means. It can guide meaning, shape it and participate in it, but it cannot own it completely.</p>
<p>A fashion brand may launch a collection, but TikTok decides which item becomes the symbol. A restaurant may design its own identity, but customers decide which dish becomes the shareable moment. A software company may describe itself with polished messaging, but users decide whether it feels essential, annoying, overpriced, cool or impossible to live without.</p>
<p>The brand is no longer just what the company says. It is also what the internet repeats.</p>
<p>This is one reason community-led brands have become so powerful. Glossier is a useful example. A <a href="https://www.hbs.edu/faculty/Pages/item.aspx?num=54905" target="_blank" rel="noopener">Harvard Business School case study</a> describes Glossier’s strategy as “born from content; fueled by community.” The brand grew out of Into The Gloss, a beauty blog that already had an audience before Glossier became a product company. Customers were not treated only as buyers. They became part of the brand’s visible identity through routines, feedback, selfies and shared product rituals.</p>
<p>That is very different from traditional brand-building. Instead of first building a product and then buying attention, Glossier built attention, trust and participation before scaling the product.</p>
<h2>The strongest brands give people something to perform</h2>
<p>People do not only buy products online. They perform identity.</p>
<p>They show what they eat, wear, read, drive, use, drink and believe. Even when people are not consciously building a personal brand, their choices become signals in public or semi-public spaces.</p>
<p>This is why brands that become culture often give people something to perform.</p>
<p>A Stanley cup became more than a reusable bottle because it fit into a visible lifestyle. It became a signal of routine, wellness, taste and belonging. At one point, the product became such a status symbol among younger consumers that <a href="https://www.businessinsider.com/stanley-cup-status-symbol-mocked-classmates-knock-off-tiktok-trend-2024-1" target="_blank" rel="noopener">Business Insider reported</a> on children being mocked at school for having off-brand dupes instead of real Stanley cups.</p>
<p>Glossier became more than makeup because it gave people a soft, minimal, community-driven beauty language. Supreme became more than streetwear because ownership itself became a status performance. Duolingo became more than a language app because its mascot became a chaotic social media character people could interact with like entertainment.</p>
<p>The product matters, but the performance matters too.</p>
<p>A brand becomes culturally powerful when people can use it to say something about themselves without needing to explain it.</p>
<p>That signal can be luxury, rebellion, intelligence, humor, taste, discipline, nostalgia, irony or belonging. The exact meaning depends on the brand. But the mechanism is the same: people adopt brands that help them communicate who they are or who they want to be.</p>
<h2>Community is the new distribution</h2>
<p>In the past, distribution was expensive. Brands needed access to television, print, radio or outdoor advertising. Today, distribution often starts with communities.</p>
<p>A subreddit, Discord server, TikTok niche, YouTube audience, newsletter readership or group chat can shape how a brand spreads. These spaces may be smaller than mass media, but they are often more influential because trust is higher.</p>
<p>People believe other people before they believe brands.</p>
<p>This is why community-driven brands can grow quickly without looking like traditional advertisers. They speak the language of a specific group. They understand the jokes, frustrations, desires and rituals of that group. They are not trying to appeal to everyone at once.</p>
<p>That is also why niche brands can feel culturally sharper than large corporations. They are closer to the people they serve.</p>
<p>A brand that understands a community can create products, content and messaging that feel native to that world. A brand that does not understand the community often sounds like an outsider using borrowed slang.</p>
<p>Digital audiences are very good at detecting when a brand has studied the surface of a culture but not the substance.</p>
<h2>Memes changed branding forever</h2>
<p>Memes are not just jokes. They are one of the main ways culture now moves.</p>
<p>A meme compresses meaning into a format that can be copied, altered and shared. It can make a brand famous, mock it or redefine it entirely. Sometimes the meme is intentional. Often it is not.</p>
<p>For brands, this creates both opportunity and risk.</p>
<p>A meme can give a brand enormous reach without a traditional media budget. But it can also strip the brand of control. Once people start remixing a brand, the company no longer decides every interpretation.</p>
<p>This is why some brands are now building with meme logic from the beginning. They create distinctive characters, recognizable formats, strange visuals or unusually sharp voices that are easy to share.</p>
<p>Duolingo is one of the clearest examples. Its owl mascot evolved from a reminder icon into a social media personality. The brand’s TikTok presence works because it does not feel like a traditional educational app explaining features. It feels like a character participating in internet culture.</p>
<p>But there is a trap. Trying to be memeable often produces the opposite effect.</p>
<p>The best brand memes usually come from a real tension, behavior or cultural insight. They work because people recognize something true in them. Forced meme marketing feels empty because it starts with the format instead of the feeling.</p>
<p>The internet does not reward brands for using the language of culture. It rewards them for understanding the emotional logic behind it.</p>
<h2>Brands need a point of view</h2>
<p>Neutrality can be safe, but it is rarely culturally powerful.</p>
<p>The brands that become part of culture usually stand for something recognizable. That does not always mean political activism or big social statements. A point of view can be aesthetic, behavioral, philosophical or emotional.</p>
<p>Patagonia has a point of view about consumption and the environment. Airbnb has a point of view about travel and belonging. The Ordinary has a point of view about transparency in skincare. Oatly has a point of view about food systems, sustainability and absurdist brand voice. Tesla, regardless of public opinion, became culturally powerful because it represented a point of view about technology, energy and the future.</p>
<p>A point of view gives people something to attach to.</p>
<p>Without it, a brand becomes a commodity with a logo. It may still sell, but it is harder for people to care. In crowded markets, cultural relevance often comes from having a clear stance on how the world should look, feel or work.</p>
<p>The danger is that many brands confuse having a point of view with publishing vague values.</p>
<p>Audiences do not care that a brand claims to be innovative, inclusive, bold or authentic. These words have been drained of meaning. A real point of view shows up in product decisions, customer experience, tone, hiring, partnerships, pricing and what the brand refuses to do.</p>
<p>Culture can sense the difference between a statement and a belief.</p>
<h2>Authenticity is not a tone of voice</h2>
<p>Many brands misunderstand authenticity. They treat it as a writing style. They add casual language, jokes, lowercase captions or behind-the-scenes content and assume the brand now feels human.</p>
<p>But authenticity is not a tone of voice. It is consistency between what a brand says and how it behaves.</p>
<p>Consumers can forgive a brand for being polished. They are less forgiving when a brand pretends to be something it is not.</p>
<p>This is why trend-chasing can feel so uncomfortable. A brand may use the right audio, format or meme, but if the behavior does not match the brand’s actual personality, the result feels fake.</p>
<p>The <a href="https://sproutsocial.com/insights/press/the-days-of-trend-chasing-are-over-new-research-from-sprout-social-reveals-a-third-of-consumers-think-jumping-on-viral-trends-is-embarrassing-for-brands/" target="_blank" rel="noopener">Sprout Social research</a> points in the same direction: consumers value authenticity and relatability from brands, while too much viral trend-hopping can make a brand look desperate instead of culturally fluent.</p>
<p>Authenticity is not about being informal. Luxury brands can be authentic. Serious B2B brands can be authentic. Minimalist brands can be authentic. The question is whether the brand’s expression feels earned.</p>
<p>A small founder-led company posting rough product updates may feel authentic because the format matches the reality. A global corporation pretending to be a random teenager in the comments may not.</p>
<h2>Aesthetic consistency creates cultural recognition</h2>
<p>In the digital age, brands are encountered in fragments.</p>
<p>A customer might see a product photo on Instagram, a short video on TikTok, a Google result, a podcast ad, a founder post on LinkedIn, a review on YouTube and a screenshot in a group chat. These impressions may happen out of order and without context.</p>
<p>That makes aesthetic consistency more important, not less.</p>
<p>A brand needs to be recognizable even when the logo is not visible. Its colors, typography, photography, motion, language and layout all become cultural cues.</p>
<p>This is why strong digital brands often have a clear visual world. You can sense them before you read the name. Their design creates familiarity across platforms.</p>
<p>But consistency does not mean sameness. A brand can adapt to different formats while still feeling like itself. The key is having a strong enough identity system that every expression feels related.</p>
<p>Weak brands rely on logos. Strong brands build worlds.</p>
<h2>The founder can become part of the brand</h2>
<p>Digital culture has also changed the relationship between companies and the people behind them.</p>
<p>Founders, CEOs, designers, creators and employees can now become public characters in the brand story. This can make a company feel more human and give audiences a direct person to follow.</p>
<p>Elon Musk became inseparable from Tesla and SpaceX. Melanie Perkins became part of Canva’s story. Ben Francis became central to Gymshark’s founder-led mythology. Many smaller direct-to-consumer brands now grow through founder-led content before they ever build large media budgets.</p>
<p>This works because people trust people more than corporate accounts.</p>
<p>But it also creates risk. When the founder becomes too central, their personal reputation can affect the entire brand. The company gains personality, but it may lose distance.</p>
<p>The best founder-led brands use the founder as an entry point, not the entire identity. The founder gives the brand a face, but the culture around the brand must eventually become bigger than one person.</p>
<h2>Speed matters, but taste matters more</h2>
<p>Digital culture rewards speed. Brands that respond quickly to trends, conversations and cultural moments can feel alive. Slow brands often feel disconnected.</p>
<p>But speed without taste is dangerous.</p>
<p>Many brands have damaged themselves by jumping into conversations they did not understand. Others have posted jokes that were technically timely but emotionally wrong. The problem is not that they moved fast. The problem is that they moved without judgment.</p>
<p>Taste is the ability to know what fits.</p>
<p>It is knowing which trend belongs to your brand and which one does not. It is knowing when to speak and when to stay quiet. It is knowing when humor works and when it cheapens the moment. It is knowing the difference between cultural participation and cultural extraction.</p>
<p>In a fast environment, taste becomes a strategic advantage.</p>
<h2>Brands become culture through repeated behavior</h2>
<p>One viral campaign does not make a brand cultural. It may create attention, but culture is built through repetition.</p>
<p>A brand becomes culture when people see the same patterns over time: the same point of view, the same visual codes, the same product logic, the same emotional promise and the same way of showing up in public.</p>
<p>Repetition turns isolated content into memory.</p>
<p>This is why some brands can post a simple image and still generate attention. The audience already understands the world around the brand. The brand has trained people to recognize its signals.</p>
<p>That kind of recognition is not built in one campaign. It comes from years of consistent behavior.</p>
<h2>The danger of becoming culture</h2>
<p>Cultural relevance sounds attractive, but it creates new pressure.</p>
<p>Once a brand becomes part of culture, people feel a sense of ownership over it. They notice changes. They criticize redesigns. They debate product decisions. They react when the brand appears to abandon the community that made it popular.</p>
<p>This is the hidden cost of cultural power.</p>
<p>A brand that is only a product can change quietly. A brand that has become culture changes in public.</p>
<p>Glossier, Supreme, Twitter, Instagram, Yeezy, Tesla and many other culturally loaded brands show the same pattern in different ways. When people emotionally invest in a brand, they do not behave like passive customers. They behave like participants.</p>
<p>That can create loyalty, but it can also create backlash.</p>
<p>The more cultural meaning a brand carries, the more carefully it has to manage change.</p>
<h2>What brands should learn from the digital age</h2>
<p>The lesson is not that every brand needs to become loud, funny or viral. Not every company should behave like Duolingo. Not every product should chase TikTok. Not every brand needs a mascot, meme strategy or founder influencer.</p>
<p>The deeper lesson is that brands now live in public conversation.</p>
<p>They are shaped by customers, creators, critics, fans, employees, algorithms and communities. The companies that understand this build brands that people can participate in. The companies that do not understand it keep broadcasting messages into a world that has moved on.</p>
<p>To become culture in the digital age, a brand needs more than awareness. It needs a recognizable point of view. It needs a world people can enter. It needs behavior that matches its words. It needs community, repetition, taste and a reason for people to carry its meaning forward.</p>
<p>Culture is not something a brand can simply buy anymore.</p>
<p>It has to be earned, repeated and shared.</p>
</article>
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		<title>Disney Pixar Brave</title>
		<link>https://trademork.com/disney-pixar-brave/</link>
					<comments>https://trademork.com/disney-pixar-brave/#respond</comments>
		
		<dc:creator><![CDATA[David Mork]]></dc:creator>
		<pubDate>Wed, 17 Mar 2010 18:43:08 +0000</pubDate>
				<category><![CDATA[Uncategorized]]></category>
		<guid isPermaLink="false">https://trademork.com/?p=45</guid>

					<description><![CDATA[On March 12, 2010, Disney Enterprises, Inc. filed to protect the trademark Disney Pixar Brave in relation to “entertainment and education services” as well as a variety of other products and services, including: Disney Pixar Brave &#8211; clothing, footwear and headwear Disney Pixar Brave &#8211; toys, games and playthings Disney Pixar Brave &#8211; audio recordings; video recordings...]]></description>
										<content:encoded><![CDATA[<p>On March 12, 2010, Disney Enterprises, Inc. filed to protect the trademark <a href="http://tarr.uspto.gov/servlet/tarr?regser=serial&amp;entry=77958110">Disney Pixar Brave</a> in relation to “entertainment and education services” as well as a variety of other products and services, including:</p>
<p><a href="http://tarr.uspto.gov/servlet/tarr?regser=serial&amp;entry=77958081">Disney Pixar Brave &#8211; clothing, footwear and headwear</a><br />
<a href="http://tarr.uspto.gov/servlet/tarr?regser=serial&amp;entry=77958085">Disney Pixar Brave &#8211; toys, games and playthings</a><br />
<a href="http://tarr.uspto.gov/servlet/tarr?regser=serial&amp;entry=77958119">Disney Pixar Brave &#8211; audio recordings; video recordings</a></p>
<p>Back on May 24, 2009, based on a <a href="http://www.comingsoon.net/news/movienews.php?id=55417">comment</a> by Pixar director Pete Docter, <a href="http://www.slashfilm.com/2009/05/24/what-is-pixars-brave/">iFilm</a> speculated that “Brave” could be the revised name for the Disney Pixar project “The Bear and the Bow” currently in development. Seems pretty likely.</p>
<p>Mork is particularly excited about Brave-themed <a href="http://tarr.uspto.gov/servlet/tarr?regser=serial&amp;entry=77958095">“fruit-based snack foods and prepared or packaged meals consisting primarily of meat, fish, poultry or vegetables”</a>. Mmmm…boy!</p>
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		<title>MySims SkyHeroes</title>
		<link>https://trademork.com/mysims-skyheroes/</link>
					<comments>https://trademork.com/mysims-skyheroes/#respond</comments>
		
		<dc:creator><![CDATA[David Mork]]></dc:creator>
		<pubDate>Sat, 30 Jan 2010 18:40:55 +0000</pubDate>
				<category><![CDATA[Uncategorized]]></category>
		<guid isPermaLink="false">https://trademork.com/?p=43</guid>

					<description><![CDATA[On January 26, 2010, videogame developer Electronic Arts, Inc. filed to protect the trademark MySims Sky Heroes in relation to “Computer game software; Computer game software downloadable from a global computer network; Video game software”. A second filing for MySims SkyHeroes covers “Entertainment services, namely, providing an on-line computer game; Provision of information relating to electronic computer games provided...]]></description>
										<content:encoded><![CDATA[<p>On January 26, 2010, videogame developer Electronic Arts, Inc. filed to protect the trademark <a href="http://tarr.uspto.gov/servlet/tarr?regser=serial&amp;entry=77920468">MySims Sky Heroes</a> in relation to “Computer game software; Computer game software downloadable from a global computer network; Video game software”. A second filing for <a href="http://tarr.uspto.gov/servlet/tarr?regser=serial&amp;entry=77920477">MySims SkyHeroes</a> covers “Entertainment services, namely, providing an on-line computer game; Provision of information relating to electronic computer games provided via the Internet”.</p>
<p>MySims SkyHeroes appears to be the next game in EA’s <a href="http://en.wikipedia.org/wiki/MySims">MySims</a> series for Nintendo Wii and DS, which includes <a href="http://mysimskingdom.com/">MySims Kingdom</a>, <a href="http://mysimsparty.com/">MySims Party</a>, <a href="http://mysimsracing.com/">MySims Racing</a>, and <a href="http://mysimsagents.ea.com/index.html">MySims Agents</a>.</p>
<p>Mork is anxiously awaiting MySims <a href="http://www.cbsnews.com/stories/2010/01/20/entertainment/main6120341.shtml">PantsOnTheGround</a> and MySims <a href="http://www.huffingtonpost.com/2009/11/17/going-rogue-the-18-bigges_n_359837.html">GoingRogue</a>.</p>
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		<title>Call Of Duty</title>
		<link>https://trademork.com/call-of-duty/</link>
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		<dc:creator><![CDATA[David Mork]]></dc:creator>
		<pubDate>Mon, 05 Oct 2009 12:58:27 +0000</pubDate>
				<category><![CDATA[Uncategorized]]></category>
		<guid isPermaLink="false">https://trademork.com/?p=29</guid>

					<description><![CDATA[On September 21, 2009, American video game developer and publisher Activision filed to protect the trademark Call Of Duty in relation to “pre-recorded movies featuring comedy, drama, action, adventure, music, theatrical performances and/or animation”. Back in early May 2009, The Hollywood Reporter and a variety of gaming websites reported that Activision had set up deals for a “Call Of...]]></description>
										<content:encoded><![CDATA[<p>On September 21, 2009, American video game developer and publisher Activision filed to protect the trademark <a href="http://tarr.uspto.gov/servlet/tarr?regser=serial&amp;entry=77831540">Call Of Duty</a> in relation to “pre-recorded movies featuring comedy, drama, action, adventure, music, theatrical performances and/or animation”.</p>
<p>Back in early May 2009, The Hollywood Reporter and a variety of gaming websites <a href="http://www.gamercenteronline.net/2009/05/08/activision-is-planning-a-call-of-duty-movie/">reported</a> that Activision had set up deals for a “Call Of Duty” movie based on the popular video game. However, Activision Blizzard CEO Bobby Kotick has declined since then to comment on the status of Call of Duty becoming a film. This filing seems to indicate a film is definitely forthcoming.</p>
<p>Mork just has two words: <a href="http://www.nazizombies.com/">Nazi Zombies</a>.</p>
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		<title>Apple</title>
		<link>https://trademork.com/apple/</link>
					<comments>https://trademork.com/apple/#comments</comments>
		
		<dc:creator><![CDATA[David Mork]]></dc:creator>
		<pubDate>Thu, 02 Oct 2008 11:35:02 +0000</pubDate>
				<category><![CDATA[Uncategorized]]></category>
		<guid isPermaLink="false">http://trademork.com/?p=1</guid>

					<description><![CDATA[On February 5, 2008, Apple Inc. filed to protect their Apple trademark in relation to “hand-held units for playing electronic games; hand-held units for playing video games; stand alone video game machines; electronic games other than those adapted for use with television receivers only; LCD game machines; electronic educational game machines; toys, namely battery-powered computer games”. Click here...]]></description>
										<content:encoded><![CDATA[<p>On February 5, 2008, Apple Inc. filed to protect their <strong><a href="http://tarr.uspto.gov/servlet/tarr?regser=serial&amp;entry=77388864">Apple</a></strong> trademark in relation to <strong>“hand-held units for playing electronic games; hand-held units for playing video games; stand alone video game machines; electronic games other than those adapted for use with television receivers only; LCD game machines; electronic educational game machines; toys, namely battery-powered computer games”.</strong></p>
<p>Click here to view the <a href="http://tarr.uspto.gov/servlet/tarr?regser=serial&amp;entry=77388864">trademark application</a>.</p>
<p>While <a href="http://www.games-digest.com/2006/12/apple_working_o.html">analyst predictions</a> and <a href="http://www.gamespot.com/pages/news/show_blog_entry.php?topic_id=24660295&amp;sid=6151954">rumors</a> of an Apple <a href="http://www.pocketgamer.co.uk/blog/index.php/2006/11/17/details-about-an-apple-gaming-device-start-to-trickle-through-the-ether/">handheld gaming unit</a> have been around for a while, little prior to this trademark filing has supported that any kind of <a href="http://stationa.net/?p=216">“iGame”</a> type unit is actually being developed. The exception was recent news from <a href="http://www.appleinsider.com/articles/07/12/21/exclusive_apple_to_adopt_intels_ultra_mobile_pc_platform.html">AppleInsider</a> that Apple would be forming a closer bond with once-rival Intel in 2008 and begin building a new breed of ultra-mobile processors from the chipmaker into a fresh generation of <a href="http://www.webomatica.com/wordpress/2007/12/21/intel-hints-at-new-apple-handheld-gadgets/">handheld gadgets</a>.</p>
<p>Mork will give you a topic: Can Apple transform portable gaming like they did portable music? Discuss…</p>
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		<title>Prince of Persia Prodigy</title>
		<link>https://trademork.com/prince-of-persia-prodigy/</link>
					<comments>https://trademork.com/prince-of-persia-prodigy/#respond</comments>
		
		<dc:creator><![CDATA[David Mork]]></dc:creator>
		<pubDate>Tue, 22 Apr 2008 12:52:18 +0000</pubDate>
				<category><![CDATA[Uncategorized]]></category>
		<guid isPermaLink="false">https://trademork.com/?p=25</guid>

					<description><![CDATA[Update: Ubisoft registered the domain princeofpersiaprodigy.com on April 1, 2008. While the site currently redirects to a cryptic placeholder screen, expect to see a real site there sooner than later. _____ On April 15, 2008, video game designer Jordan Mechner, the creator and owner of the Prince of Persia game franchise, filed to protect the trademark Prince of Persia Prodigy in relation to...]]></description>
										<content:encoded><![CDATA[<p><strong>Update:</strong> Ubisoft <a href="http://www.networksolutions.com/whois/results.jsp?domain=princeofpersiaprodigy.com">registered</a> the domain <a href="http://www.princeofpersiaprodigy.com/">princeofpersiaprodigy.com</a> on April 1, 2008. While the site currently redirects to a cryptic placeholder screen, expect to see a real site there sooner than later.<br />
_____</p>
<p>On April 15, 2008, video game designer <a href="http://en.wikipedia.org/wiki/Jordan_Mechner">Jordan Mechner</a>, the creator and owner of the Prince of Persia game franchise, filed to protect the trademark <strong><a href="http://tarr.uspto.gov/servlet/tarr?regser=serial&amp;entry=77448101">Prince of Persia Prodigy</a></strong> in relation to “game software and electronic game programs; electronic game software for mobile phones, personal digital assistants, and handheld computers”.</p>
<p>Since Mechner is the owner of the trademarks <a href="http://tarr.uspto.gov/servlet/tarr?regser=serial&amp;entry=78749351">Prince of Persia</a>, <a href="http://tarr.uspto.gov/servlet/tarr?regser=serial&amp;entry=76520973">Prince of Persia The Sands of Time</a>, <a href="http://tarr.uspto.gov/servlet/tarr?regser=serial&amp;entry=76609599">Prince of Persia Warrior Within</a> and <a href="http://tarr.uspto.gov/servlet/tarr?regser=serial&amp;entry=76646034">Prince of Persia The Two Thrones</a>, and has licensed the property to Ubisoft for the aforementioned games, Mork suspects that Prince of Persia Prodigy might be the name of the next-gen <a href="http://en.wikipedia.org/wiki/Prince_of_Persia#Future_game">sequel</a> to the Sands of Time trilogy that has been <a href="http://uk.ps3.ign.com/articles/733/733959p1.html">rumored about</a> since 2006.</p>
<p>In addition, a <a href="http://en.wikipedia.org/wiki/Prince_of_Persia#Prince_of_Persia_film">Prince of Persia film</a> is currently in pre-production and will be directed by Mike Newell and produced by Jerry Bruckheimer. When Gamasutra asked Mechner in December of 2007 regarding the connection between the name of the film and the name of <a href="http://www.gamasutra.com/php-bin/news_index.php?story=16529">future Prince of Persia games</a>, he refused to comment, suggesting there might be a connection.</p>
<p>Late last year, Surfer Girl Reviews claimed that Prince of Persia 4 would be called <a href="http://softrockhallelujah.blogspot.com/2007/10/exclusive-prince-of-persia-4-screens.html">Prince of Persia Ghosts of the Past</a>. But given this new trademark filing, and the fact that the Ghosts of the Past name has not been trademarked or mentioned since, Mork wonders if Mechner and Ubisoft have either changed their minds with regard to the name, or have some other version or <a href="http://en.wikipedia.org/wiki/Prince_of_Persia#Games">platform port</a> in the works.</p>
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		<title>Spyborgs</title>
		<link>https://trademork.com/spyborgs/</link>
					<comments>https://trademork.com/spyborgs/#respond</comments>
		
		<dc:creator><![CDATA[David Mork]]></dc:creator>
		<pubDate>Sun, 13 Apr 2008 19:43:32 +0000</pubDate>
				<category><![CDATA[Uncategorized]]></category>
		<guid isPermaLink="false">https://trademork.com/?p=61</guid>

					<description><![CDATA[On April 7, 2008, Japanese video game developer and publisher Capcom Entertainment filed to protect the trademark Spyborgs in relation to a video game. The full filing covers: &#8220;computer game software, computer game cartridges, computer game cassettes, computer games pre-recorded on CD-ROMs and DVD-ROMs, computer game tapes, video game cartridges, software for arcade-type video games, downloadable game...]]></description>
										<content:encoded><![CDATA[<p>On April 7, 2008, Japanese video game developer and publisher Capcom Entertainment filed to protect the trademark <strong><a href="http://tarr.uspto.gov/servlet/tarr?regser=serial&amp;entry=77442138">Spyborgs</a></strong> in relation to a video game. The full filing covers:</p>
<p>&#8220;computer game software, computer game cartridges, computer game cassettes, computer games pre-recorded on CD-ROMs and DVD-ROMs, computer game tapes, video game cartridges, software for arcade-type video games, downloadable game software, downloadable computer games, downloadable internet games, downloadable game software for playing on mobile phones, downloadable mobile telephone tones, downloadable digital music provided from the internet; pre-recorded audio disks, CD-ROMs and DVD-ROMs featuring games, music, animated cartoons and action/adventure entertainment movies; downloadable ring tones, images, moving images and music for mobile phones; downloadable screen saver software and wallpaper software for mobile phones&#8221;</p>
<p>While there is currently no information about this anywhere, Mork did discover that Capcom <a href="http://www.networksolutions.com/whois/results.jsp?domain=spyborgs.com">registered</a> the <a href="http://www.spyborgs.com/">spyborgs.com</a> domain on March 14, 2008. We’ll see what pops up there in the next few weeks or months.</p>
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		<title>Miley</title>
		<link>https://trademork.com/miley/</link>
					<comments>https://trademork.com/miley/#respond</comments>
		
		<dc:creator><![CDATA[David Mork]]></dc:creator>
		<pubDate>Wed, 02 Apr 2008 19:46:30 +0000</pubDate>
				<category><![CDATA[Uncategorized]]></category>
		<guid isPermaLink="false">https://trademork.com/?p=65</guid>

					<description><![CDATA[On March 28, 2008, Destiny Hope Cyrus, also known as Miley Ray Cyrus, or her alter ego Hannah Montana, filed to protect the trademark Miley in relation to a variety of goods and services: Miley: &#8220;musical sound recordings, CDs, DVDs, tapes, discs, downloadable recordings and MP3 files; motion picture films; multimedia files; consumer electronics, electronic and multimedia goods;...]]></description>
										<content:encoded><![CDATA[<p>On March 28, 2008, Destiny Hope Cyrus, also known as Miley Ray Cyrus, or her alter ego <a href="http://en.wikipedia.org/wiki/Hannah_Montana">Hannah Montana</a>, filed to protect the trademark <strong>Miley</strong> in relation to a variety of goods and services:<br />
<span style="font-size: small;"><br />
<a href="http://tarr.uspto.gov/servlet/tarr?regser=serial&amp;entry=77434992">Miley</a>: &#8220;musical sound recordings, CDs, DVDs, tapes, discs, downloadable recordings and MP3 files; motion picture films; multimedia files; consumer electronics, electronic and multimedia goods; electronic, computer and video games, photographic equipment, mobile telephones, mobile telephone accessories&#8221;</span></p>
<p><a href="http://tarr.uspto.gov/servlet/tarr?regser=serial&amp;entry=77434989">Miley</a>: &#8220;indoor and outdoor furniture; camping equipment; non-metal picture frames and plastic novelty license plates; jewelry boxes; figures and figurines; hand-held mirrors; Venetian blinds; wind chimes; mugs, beverage glassware, sports bottles, cake pans, cookie jars, bottle openers, hair brushes, lunch boxes, napkin holders, paper cups, napkin holders, ice chests; blankets, blanket throws, linen, bedding and towels&#8221;</p>
<p><a href="http://tarr.uspto.gov/servlet/tarr?regser=serial&amp;entry=77434988">Miley</a>: &#8220;skin care products, hair care products, sun tanning products, cosmetics, nail care products, fragrances, jewelry, watches, clocks, rubber bracelets&#8221;</p>
<p><a href="http://tarr.uspto.gov/servlet/tarr?regser=serial&amp;entry=77434986">Miley</a>: &#8220;men’s, women’s and children’s wearing apparel, headwear, footwear, sportswear, swimwear, beachwear, outerwear, underwear, loungewear, sleepwear, toys, games, sports equipment, plush toys, play cosmetics, dolls, electronic games, magic tricks, party favors, action figures, Christmas tree decorations, inflatable toys, jump ropes, kites, marbles, playing cards, skateboards, roller skates, toy vehicles&#8221;</p>
<p><a href="http://tarr.uspto.gov/servlet/tarr?regser=serial&amp;entry=77434985">Miley</a>: &#8220;goods made of leather or imitations of leather namely, trunks, valises, attaché cases, traveling bags, garment bags for travel, rucksacks, handbags, beach bags, shopping bags, shoulder bags, clutch bags, tote bags, duffel bags, bags for other purposes, luggage, suitcases, sport bags, athletic bags, book bags, messenger bags, brief cases&#8221;</p>
<p><a href="http://tarr.uspto.gov/servlet/tarr?regser=serial&amp;entry=77434983">Miley</a>: &#8220;printed material, paper goods, writing implements and accessories, calendars, diaries, planners, greetings cards, souvenir books, autograph books, appointment books, coloring books, albums, printed invitations, stationary, newsletters; show programs, posters, paper banners, book covers, decals, stickers, wrapping paper, notebooks&#8221;</p>
<p><a href="http://tarr.uspto.gov/servlet/tarr?regser=serial&amp;entry=77434981">Miley</a>: &#8220;online retail store services featuring clothing, toys and games, electronic media featuring pre-recorded content relating to entertainment and music; on-line retail store services featuring downloadable pre-recorded content relating to entertainment and music&#8221;</p>
<p><a href="http://tarr.uspto.gov/servlet/tarr?regser=serial&amp;entry=77434979">Miley</a>: &#8220;entertainment services namely live, televised and movie appearances by a professional entertainer and dramatic, comedic and musical performances associated therewith; production and distribution of motion picture, television, radio, sound and video recordings; production of interactive programs for distribution in and by all media; amusement park services, theme park services&#8221;</p>
<p><a href="http://tarr.uspto.gov/servlet/tarr?regser=serial&amp;entry=77434977">Miley</a>: &#8220;Food items in all forms, candies, licorice, marshmallows, chewing gum, ingredients for food, snack foods, pop corn, pretzels, crackers, salad dressings, sauces, frozen confections, frozen meals, condiments, teas; non-alcoholic beverages of all kind, energy drinks, water, fruit juices, fruit punch, non-alcoholic carbonated beverages, sports drinks, vegetable juices&#8221;<br />
Its a Miley Cyrus-Hannah Montana world. We just live in it.</p>
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		<title>Madagascar Escape 2 Africa</title>
		<link>https://trademork.com/madagascar-escape-2-africa/</link>
					<comments>https://trademork.com/madagascar-escape-2-africa/#respond</comments>
		
		<dc:creator><![CDATA[David Mork]]></dc:creator>
		<pubDate>Mon, 10 Mar 2008 11:11:10 +0000</pubDate>
				<category><![CDATA[Uncategorized]]></category>
		<guid isPermaLink="false">https://trademork.com/?p=23</guid>

					<description><![CDATA[Update: On March 24, 2008, Glu Mobile and DreamWorks Animation SKG Announce Mobile Gaming License for ”Madagascar: Escape 2 Africa”. You read it here first! _____ On March 3, 2008, Dreamworks Animation filed to protect the trademark Madagascar Escape 2 Africa in relation to “animated motion picture films for theatrical release and for distribution via television” as well as a variety...]]></description>
										<content:encoded><![CDATA[<p><strong>Update:</strong> On March 24, 2008, Glu Mobile and DreamWorks Animation SKG Announce Mobile Gaming License for <a href="http://www.glu.com/corp/pages/pressdetail.aspx?itemID=180" rel="nofollow">”Madagascar: Escape 2 Africa”</a>. You read it here first!<br />
_____</p>
<p>On March 3, 2008, Dreamworks Animation filed to protect the trademark <strong><a href="http://tarr.uspto.gov/servlet/tarr?regser=serial&amp;entry=77411308" rel="nofollow">Madagascar Escape 2 Africa</a></strong> in relation to <strong>“animated motion picture films for theatrical release and for distribution via television”</strong> as well as a variety of goods and services related to Dreamworks’ Madagascar franchise.</p>
<p>While Dreamworks has been using <a href="http://www.madagascar-themovie.com/" rel="nofollow">Madagascar: The Crate Escape</a> as the name for the <a href="http://www.imdb.com/title/tt0479952/" rel="nofollow">sequel to Madagascar</a>, and even filed to protect the trademark <a href="http://tarr.uspto.gov/servlet/tarr?regser=serial&amp;entry=77042514" rel="nofollow">Madagascar: The Crate Escape</a> back in November of 2006, Mork suggests that Dreamworks might have changed their mind with regard to the title.</p>
<p>Since Dreamworks has <a href="http://en.wikipedia.org/wiki/Madagascar_2" rel="nofollow">confirmed</a> that the sequel will begin with the animals on the plane in Madagascar, and then have them journeying to mainland Africa and meeting some of Alex’s family (the lion played by Ben Stiller), the name change makes perfect sense.</p>
<p>Since Madagascar is technically part of the continent of <a href="http://en.wikipedia.org/wiki/Africa" rel="nofollow">Africa</a>, you can’t really escape to Africa from Madagascar as you’re already in Africa. But far be it for Mork to rain on Dreamworks’ parade and slam a much more visually-rich and descriptive title.</p>
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		<title>Crysis Warhead</title>
		<link>https://trademork.com/crysis-warhead/</link>
					<comments>https://trademork.com/crysis-warhead/#respond</comments>
		
		<dc:creator><![CDATA[David Mork]]></dc:creator>
		<pubDate>Sat, 08 Mar 2008 05:11:31 +0000</pubDate>
				<category><![CDATA[Uncategorized]]></category>
		<guid isPermaLink="false">https://trademork.com/?p=16</guid>

					<description><![CDATA[On March 3, 2008, German video game developer Crytek filed to protect the trademark Crysis Warhead in relation to “computer games software and electronic games” as well as a variety of goods and services typical to a game and entertainment franchise. Published by Electronic Arts, Crysis is a sci-fi first-person shooter featuring United States Delta Force operative Jake Dunn (also known...]]></description>
										<content:encoded><![CDATA[<p>On March 3, 2008, German video game developer Crytek filed to protect the trademark <strong><a href="http://tarr.uspto.gov/servlet/tarr?regser=serial&amp;entry=77410923">Crysis Warhead</a></strong> in relation to <strong>“computer games software and electronic games”</strong> as well as a variety of goods and services typical to a game and entertainment franchise.</p>
<p>Published by Electronic Arts, <a href="http://en.wikipedia.org/wiki/Crysis">Crysis</a> is a sci-fi first-person shooter featuring United States Delta Force operative Jake Dunn (also known as Nomad). Following the discovery of an ancient alien spacecraft deep within the Earth, Nomad, armed with a <a href="http://www.crysis-online.com/Media/Wallpapers/Wallpapers/US-Nanosuit-01-1600.jpg">“Nano Muscle Suit”</a> and a variety of futuristic weapons and equipment, fights North Korean and extraterrestrial enemies armed with a legion of war machines and brutal ice-weapons.</p>
<p>Mork suspects that <strong>Crysis Warhead</strong> will be the <a href="http://en.wikipedia.org/wiki/Crysis#Sequels">sequel</a> to Crysis, and the second in the announced trilogy of Crysis video games. While Crytek has also filed for the trademarks <a href="http://tarr.uspto.gov/servlet/tarr?regser=serial&amp;entry=77120123">Crysis Wars</a> and <a href="http://tarr.uspto.gov/servlet/tarr?regser=serial&amp;entry=77120140">World In Crysis</a>, those filings were made over a year ago. This recent filing hints at Crytek’s more current plans for the Crysis sequel.</p>
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