| Immersion
Corp.s {IMMR}
stock has debuted strongly Friday, after pricing 4.25 million
shares earlier in the afternoon at 12, above its stated range
of 9 to 11. The stock has jumped to 17 3/16.
The San Jose, Calif., company gives computer joysticks, steering
wheels, and other gaming products a more realistic feel.
"Theres really no alternative to Immersion because
of their patents," says Fred Swan, director of marketing
for entertainment products at Swiss company Logitech International
Inc. {LOGIY},
which has its operational headquarters in Fremont, Calif.
Immersion has co-developed several products with Logitech,
a leading maker of computer mice and other peripherals. The
jointly developed products, which use Immersions patented
"force-feedback" technology, are aimed primarily at
the PC gaming market. Logitechs force-feedback WingMan
Joystick, for example, gives users the sensation of resistance
when they play aerial combat games, similar to what they might
experience in a real cockpit.
"There is virtually nothing any company can do with force-feedback
that doesnt involve Immersion," Swan says.
Typically, Immersion, which has yet to post a profit, receives
product-development fees to work with manufacturers such as
Logitech, in addition to a royalty on each device sold.

LOGIY one-year stock performance chart
Sales of computer peripherals containing Immersions force-feedback
technology have been growing slowly but steadily since the products
were introduced in 1996. More than 25 brands, including ACT
Labs, ANKO Electronics, Chic, and Rockfire, currently produce
products with technology licensed from Immersion.
Accounting for just 10 percent of joystick unit sales, Immersions
force-feedback segment nonetheless raked in more than 25 percent
of the total joystick dollar volume, or about $1.5 million,
during June, according to NPD INTELECT, a market tracking firm
based in New York.
"[Immersion gets] a little bit more of the pie every month,"
says Pat McBride, an account manager at NPD INTELECT. "This
is one segment that is maintaining prices and keeping margins
up. Theyre introducing something new into a pretty static
category."
Check out
Immersion's Web site
The new products include Logitechs first Immersion-powered
force-feedback FEELit mouse, a $99 device aimed primarily at
gamers. FEELit mice could also become popular with other computer
users as the technology spreads into other applications such
as spreadsheets, word processors, and computer-graphics programs.
Users of such programs would, for example, be able to feel whenever
their cursor is properly positioned over a check-off box, a
spreadsheet cell, or the edges of a computer-generated diagram.
"We believe that mice using FEELit technology will revolutionize
the way people interact with their computers," says Wolfgang
Hausen, Logitechs senior vice president.
Others arent so sure. Martin Reynolds, an analyst at
the GartnerGroup, based in San Jose, Calif., says the current
state of force-feedback technology leaves many computer users
yawning.
"Its still very much a nascent technology,"
Reynolds says. "It hasnt lived up to its promise.
It could become a part of every PC, or it could just fade away.
Im not seeing anything yet that says, wow, youve
really got to go out and buy it."
Immersion, which got its start selling higher-end force-feedback
devices, such as surgical simulators, has several other related
product lines, including software that allows Web-site operators
to add force-feedback features to their Web pages.
While its questionable whether a majority of computer
users really want mice that fight back, capturing even a small
share of the overall mice market could be very lucrative for
Immersion and its partners. Somewhere between $8 million and
$11 million worth of mice are sold each month.
"Connecting with even a small percentage of that could
be substantial," McBride says. "If you can pick off
five to 10 percent, its not a bad spot to be in."
McBride says force-feedback mice are particularly attractive
to computer users who divide their time between games and other
applications, who will no longer have to switch peripherals
to play or work.
Immersion posted a loss of $2.1 million, on revenue of $3.5
million, for the six months ended June 30.
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