Oxygen Media Interactive and Artificial Life, Inc. to Launch 'The Bad Girls Club' 3G Mobile Game


HONG KONG, July 26, 2007 (PRIME NEWSWIRE) -- Hong Kong-based Artificial Life, Inc. (OTCBB:ALIF), a leading provider of award-winning mobile 3G technology, games and applications, today announced partnering with Oxygen Media to develop The Bad Girls Club 3G mobile game based on the highest-rated reality TV show on the Oxygen network. The game is scheduled to launch in late August, and marks the first 3G mobile game for the network.

Exploiting the technological capabilities 3G can offer, players can expect high resolution graphics and animations, 3D avatars based on the actual characters in The Bad Girls Club Season One, and photo-realistic locations based on the show's house.

Players take on the role of a new member of The Bad Girls Club that has just arrived at the Bad Girls' house with an agenda: to gain fame and notoriety in the tabloid world. The cameraman and his production crew will capture every scandalous activity the player instigates in the house. To win, players must prove to be the most scandalous and notorious bad girl in the house and be glossed on the front cover of the Tabloid!

"Gaming is so huge with women, and Oxygen has been looking at how to break into this arena," said Oxygen senior vice president Cynthia Ashworth. "This game presents the perfect opportunity to take our most popular television series to a new level by creating a mobile game that is on brand with the show and also connects with our young, tech-savvy female audience. This is only the beginning for Oxygen in the gaming arena."

In addition to the 3G game, Oxygen and Artificial Life will also launch several other 2G games based on The Bad Girls Club in the coming months.

"We are extremely delighted to work with Oxygen in developing a 3D/3G mobile game for The Bad Girls Club. It is one of the edgiest games in our portfolio, and we are certain that it will appeal to Oxygen's audience as well as young females around the world," said Eberhard Schoneburg, CEO of Artificial Life, Inc.

Available through downloads via www.oxygen.com/badgirlsgame and www.botme.com/bgc, the game will carry an initial price tag of US$3.99. The game is compatible with most mobile phones, although certain features will vary among wireless devices. The game will soon be available for purchase through operators and carriers around the world.

About Artificial Life, Inc.

Artificial Life, Inc. (OTCBB:ALIF) is a public U.S. corporation headquartered in Hong Kong, with offices in Berlin (EMEA headquarters) and Tokyo. We are a leading global provider of award-winning mobile technology, content, games and applications (see also our Company's homepage: www.artificial-life.com; and our m-commerce portal: www.botme.com). We focus on 3G games and entertainment and our main clients and partners are: CBS, Warner Bros., Ericsson, Oxygen, SevenOne Intermedia (ProSiebenSat.1).

About Oxygen Media

Oxygen, the only cable network owned and operated by women, is currently available in over 72 million homes. The network was launched in 2000 to fill a void in the television landscape -- creating a network targeted to younger women. Oxygen is rewriting the rulebook for women's television, with a vast array of unconventional and original programming including The Janice Dickinson Modeling Agency, The Bad Girls Club, Tori & Dean: Inn Love and Campus Ladies. Geraldine Laybourne, the network's founder, Chairman and CEO, has led the company to be a strong advocate for women. Through programs like The Mentor's Walk, Oxygen's national program for bringing along the next generation, and "Who Cares About Girls," Oxygen's new documentary series -- Oxygen is creating The New Girls Network.

Forward-Looking Statements:

This press release contains "forward-looking statements" within the meaning of Section 27A of the Securities Act of 1933, as amended, and Section 21E of the Securities Exchange Act of 1934, as amended. Such forward-looking statements include, without limitation, statements regarding our future results of operations, financial condition and business prospects. In some cases, you can identify forward-looking statements by terminology such as "may," "will," "should," "expect," "intend," "plan," "anticipate," "believe," "estimate," "predict," "potential," "continue," or the negative of these terms or other comparable terminology. Although such statements are based on our own information and information from other sources we believe to be reliable, you should not place undue reliance on them. These statements involve risks and uncertainties, and actual market trends or our actual results of operations, financial condition or business prospects may differ materially from those expressed or implied in these forward-looking statements for a variety of reasons. Potential risks and uncertainties include, but are not limited to, our ability to obtain additional funding to operate and grow our business; the unproven potential of our mobile gaming business model; changing consumer preferences and uncertainty of market acceptance of our products; timely adoption and availability of 3G mobile technology; market acceptance for use of mobile handheld devices to play the interactive games; unpredictable mobile game development schedules; our reliance on a relatively small number of brands; our ability to license brands from others; our dependence upon resellers and telecommunication carriers and operators to distribute our products; our ability to successfully develop, introduce, and sell new or enhanced products in a timely manner; and the timing of new product announcements or introductions by us or by our competitors. For additional discussion of these risks and uncertainties and other factors, please see the documents we file from time to time with the Securities and Exchange Commission, including our Annual Report on Form 10-KSB filed on April 3, 2007. We assume no obligation to update any forward-looking statements, which apply only as of the date of this press release.



            

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