Majesco Entertainment Invites Kids to Get Moving and Join the Party With Zumba(R) Kids on Kinect for Xbox 360 and Wii

Majesco Entertainment Invites Kids to Get Moving and Join the Party With 
Zumba(R) Kids on Kinect for Xbox 360 and Wii 
First Brand Extension of the Best-Selling Video Game Franchise Is
Custom Designed for Younger Players 
EDISON, NJ -- (Marketwired) -- 07/25/13 --  Majesco Entertainment
Company (NASDAQ: COOL), publisher of the leading Zumba(R) Fitness
video game franchise that has sold more than nine million copies
worldwide, announced today that Zumba(R) Kids is expected to launch
this holiday on Kinect(TM) for Xbox 360(R) and Wii(TM). Featuring a
range of dance styles, creative mini-games, customization and
chart-topping hits from Justin Bieber and Willow Smith, this engaging
interactive experience is packed with gameplay to keep kids moving!  
Based on the global dance-fitness brand that pioneered "exercise in
disguise," Zumba(R) Kids brings kids aged 7 to 12 together to play
and express themselves with routines and activities custom-designed
for them. Kids can build self-confidence and discover new rhythms as
they move to over 20 different dance styles -- more than any other
kids game! With 170 million children under 18 now estimated to be
overweight*, Zumba(R) Kids is an ideal solution to get kids off the
couch with motion-based fun that helps them stay healthy and fit.  
"Zumba's benefit-driven brand pillars are infused throughout their
kid-focused specialty program that lends itself perfectly to a fun
and differentiated interactive game," said Jesse Sutton, chief
executive officer, Majesco Entertainment. "We will continue to
explore new ways to expand our leading game franchise across
demographics and platforms as we identify promising market
"Zumba(R) Kids makes exercising fun and is a step in the right
direction toward combating and preventing childhood obesity," said
Alberto Perlman, co-founder and CEO of Zumba Fitness. "With millions
of children facing weight issues around the world, we are introducing
a high-energy video game to the market that we hope will help
decrease the global obesity epidemic and provide kids with a new
opportunity to move and get fit. It's the perfect opportunity to
replace snacking on chips and soda with something healthy and fun." 
Additional Zumba(R) Kids features include: 

--  Energizing Music: Rock out to a beat-driven soundtrack featuring 30
    songs from kid favorite artists like Justin Bieber, Willow Smith, and
    Ozomatli plus classics like Wipeout and a range of fun Zumba(R)
    original tracks.
--  Gameplay Modes: Kids can dig into four different game modes including
    Quick Play, Full Class and Family Jam that features a guest appearance
    from celebrity Zumba(R) instructor Gina Grant and her daughters
    Anaya and Maliah.
--  Upbeat Mini-Games: Mix up the fun with four motion-based mini-games
    that let kids go freestyle, mimic animals, freeze dance and power-up
    the music, alone or with friends.
--  Cool Customization: Kids can show off their personal flair by making
    the game their own.
--  Fun Rewards: Unlockable goodies like bonus videos, stickers and
    buttons keep kids motivated and moving.
--  Jam Together: Multiplayer support for two players on Kinect for Xbox
    360 and four players on Wii lets kids party together with friends and

Developed by Zoe Mode, Zumba(R) Kids is expected to release this
holiday on Kinect for Xbox 360 and Wii(TM). For more information on
the game, please visit To download
media assets, click here.  
*Source: WHO Library Cataloguing-in-Publication Data:
Population-based approaches to childhood obesity prevention, 2012 
 Majesco Entertainment Company is
a provider of video games for the mass market. Building on more than
20 years of operating history, the company is focused on developing
and publishing a wide range of casual and family oriented video games
on all leading console and handheld platforms as well as mobile
devices. Product highlights include Zumba(R) Fitness and Cooking
Mama(TM). Majesco is headquartered in Edison, NJ and the company's
shares are traded on the Nasdaq Stock Market under the symbol: COOL.
More info can be found online at or on Twitter at 
 Zumba Fitness is a global lifestyle brand
that fuses fitness, entertainment and culture into an exhilarating
dance-party workout. Coined "fitness-parties," Zumba classes blend
upbeat world rhythms with easy-to-follow choreography, which provide
effective, total-body workouts. Founded in 2001, the company is now
the largest branded fitness program in the world -- reporting more
than 14 million weekly class participants, in over 140,000 locations,
across more than 185 countries. In addition to its original Zumba(R)
program, the company also offers a range of specialty classes,
including Zumba Gold(R) (for active older adults), Zumba(R) Toning
(body-sculpting class that uses maraca-like Toning Sticks), Aqua
Zumba(R) (the ultimate "pool party" workout), Zumbatomic(R) (Zumba
routines for kids), Zumba Sentao(R) (chair-based Zumba class that
strengthens, balances and stabilizes the core) and Zumba(R) in the
Circuit (a 30-minute workout that combines signature Zumba(R) moves
with circuit training at timed intervals). The Zumba(R) fitness
lifestyle is rounded out by the company's many consumer product
offerings, including DVD sets, music collections, multi-seasonal
apparel and footwear, video games, Fitness-Concert(TM) events and a
lifestyle magazine. For more information about Zumba Fitness programs
and products, or to find a live class, visit and find us on
Facebook and Twitter.  
 Certain statements contained herein are "forward-looking
statements" within the meaning of the Private Securities Litigation
Reform Act of 1995, Section 27A of the Securities Act of 1933, as
amended, and Section 21E of the Securities Exchange Act of 1934, as
amended. These forward-looking statements may be identified by
reference to a future period(s) or by the use of forward-looking
terminology, such as "may," "will," "intend," "should," "expect,"
"anticipate," "estimate" or "continue" or the negatives thereof or
other comparable terminology. The Company's actual results could
differ materially from those anticipated in such forward-looking
statements due to a variety of factors. These factors include but are
not limited to, the demand for our products; our ability to complete
and release our products in a timely fashion; competitive factors in
the businesses in which we compete; continued consumer acceptance of
our products and the gaming platforms on which our products operate;
fulfillment of orders preliminarily made by customers; adverse
changes in the securities markets and the availability of and costs
associated with sources of liquidity. The Company does not undertake,
and specifically disclaims any obligation, to release publicly the
results of any revisions that may be made to any forward-looking
statements to reflect the occurrence of anticipated or unanticipated
events or circumstances after the date of such statements. 
Nintendo trademarks and copyrights are properties of Nintendo. 
Danitra Alomia
Reverb Communications
(209) 586-1495 x115 
Rebecca Keesee
(209) 586-1495 x108 
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