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SK Telecom Launches Seven New VibeTonz™-Enabled Games on GXG Mobile Gaming Portal in Korea; Developers Using Touch Feedback Sensations to Provide Fun and Exciting Console-Like Gaming Experience
Business Wire, Oct 10, 2005
SAN JOSE, Calif. -- Immersion Corporation (Nasdaq:IMMR), a leading developer and licensor of touch feedback technology, today announced that seven new VibeTonz-enabled games have been added to SK Telecom's new GXG mobile gaming Web site (www.gxg.com). When players download the games to the Samsung VibeTonz-enabled SCH-G100 mobile phone, they can feel touch feedback effects like those in PC or console video games. VibeTonz effects in the new games include the smack of a bowling ball as it hits the pins, the blast of explosions, the jolt of kicks in a fighting game, and the clack of train cars as they accelerate down the track.
The new games are:
--AMF Xtreme Bowling -- Sinjisoft Corporation
--Independence Day -- Sinjisoft Corporation
--Swerve Basketball -- Sinjisoft Corporation
--Mat Go 2005 -- MobileMania, Inc.
--Guilty Gear -- Blue Mobile
--Bubble Bubble -- M DREAM Co., Ltd.
--JeonChaRoGo -- M DREAM Co., Ltd.
"Mobile gaming has become very popular and sophisticated in Korea," said Mr. Min-Soo Jeon, assistant manager, Blue Mobile. "SK Telecom's GXG portal is a fantastic service where you can download any type of game you want, many now with Immersion's touch feedback. I think we are leading the world in this aspect of mobile entertainment."
"The G100 phone provides a great gaming experience, with high-resolution color display, 2D and 3D graphics, special multifunction buttons, high-fidelity stereo sound -- and touch sensations made possible using VibeTonz technology," said Mr. In Sung Park, manager of the game team at SK Telecom. "We are committed to being a leader, to strongly competing -- and this phone, this experience, these new games, and our GXG Web site shows our intent to provide the best possible gaming service to our subscribers."
"The technology in the G-100 phone is incredible," said Mr. Youn Hyun Lee, general manager at Sinjisoft. "In our Independence Day game, provided by Superscape, you can really feel the power of the jet afterburner, and all the other effects. It's not the usual vibration. VibeTonz technology delivers a much wider spectrum of vibration with much better control. The result is more realism -- smooth increases or decreases in vibration, crisp changes, and more variety of effects. It adds a lot of excitement and fun to the mobile gaming experience."
"In our game, Mat Go 2005, we use a range of VibeTonz effects, some very subtle," said Mr. Min-Tae Kim, a manager at MobileMania, Inc. "When you shuffle cards, you can see, hear, and also feel that action, and that is very intriguing. With the VibeTonz System, you can have very strong vibrations to go along with explosions, for example, and you can also use a VibeTonz effect to underscore something very subtle, which can add interest and fun to the game."
The VibeTonz System is comprised of technology that has been embedded in the G100 phone called VibeTonz Mobile Player and a software development kit, VibeTonz Studio SDK. An authoring tool with a graphical user interface allows easy creation of VibeTonz touch feedback effects. Developers can use the tool to quickly create touch sensations and optimize them for a game or other content. The SDK supports a VibeTonz development solution for WIPI developers using GIGA, SK Telecom's 3D mobile game platform, as well as solutions for other platforms.
"It was very easy to work with Immersion and with the VibeTonz technology," said Mr. Gi-Won Koo, a manager at M DREAM Co., Ltd. "It is possible to design and add VibeTonz effects to a game in just a few hours."
"Immersion has been supplying touch feedback technology to the console and video game industry for over 10 years," said John Grundy, vice president and general manager, Immersion's Mobility business group. "We are now working closely with SK Telecom and their content partners to bring the same exciting touch sensations to mobile games."
About Immersion (www.immersion.com)
Founded in 1993, Immersion Corporation is a recognized leader in developing, licensing, and marketing digital touch technology and products. Bringing value to markets where man-machine interaction needs to be made more compelling, safer, or productive, Immersion helps its partners broaden market reach by making the use of touch feedback as critical a user experience as sight and sound. Immersion's technology is deployed across automotive, entertainment, medical training, mobility, personal computing, and three-dimensional simulation markets. Immersion's patent portfolio includes over 500 issued or pending patents in the U.S. and other countries.
Forward Looking Statements
This press release contains "forward-looking statements" that involve risks and uncertainties, as well as assumptions that, if they never materialize or prove incorrect, could cause the results of Immersion Corporation and its consolidated subsidiaries to differ materially from those expressed or implied by such forward-looking statements.
All statements, other than the statements of historical fact, are statements that may be deemed forward-looking statements, including any projections of earnings, revenues, or other financial matters; any statements of the plans, strategies, and objectives of management for future operations; any statements concerning the breadth of and timeline to implement force feedback technology into handset models or into content, any change in revenue that may occur from such adoption, consumer response that may occur to having touch feedback in handsets or content, or consumer and market acceptance of force feedback products in general; proposed products or services; any statements regarding future economic conditions or performance; statements of belief; and any statement or assumptions underlying any of the foregoing. Immersion's actual results might differ materially from those stated or implied by such forward-looking statements due to risks and uncertainties associated with Immersion's business which include, but are not limited to, delay in or failure to achieve commercial demand for Immersion's products or a delay in or failure to achieve the acceptance of force feedback as a critical user experience.
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