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DeepWell DTx Unveils Winners for Inaugural Mental Health Game Jam

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First Place Winner “Inner Room” Claims $25,000 Prize from Among 100+ Entries Spotlighting Game-Forward Treatments for Stress, Depression and Anxiety

SEATTLE , June 30, 2022 /PRNewswire/ — DeepWell Digital Therapeutics (DTx) has revealed the winners of the company’s inaugural Mental Health Game Jam, hosted in partnership with Global Game Jam. Bringing together a community of global developers to create valuable therapeutic experiences through games, DeepWell’s Mental Health Game Jam was created to inspire games that can entertain while simultaneously addressing stress, anxiety, and depression and foster support and understanding for those dealing with mental health challenges. 

 

Judged by a trusted panel of game industry luminaries and medical veterans – including Shahid Ahmad, Rami Ismail, Dr. Leeza Maron, American McGee, Alanah Pearce and Dr. Anne Marie Porter – across multiple criteria including gameplay, treatment mechanics, and furthering of understanding for mental health issues, DeepWell is proud to announce the first class of winners from more than 100 games submitted: 

GRAND PRIZE | $25,000 USD 

GAME: Inner Room

DEVELOPER: byebyesama

DESCRIPTION: “Inner Room is a game where you play three days of lockdown as a person dealing with depression, where his place of true elaboration is in his dreams. When awake, our main character must complete the most mundane tasks – waking up, eating, showering, and opening a window. In any typical game, these tasks would require just one click. Now you will need your whole keyboard to sort them out.”

LINK:  https://byebyesama.itch.io/inner-room

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SECOND PLACE | $10,000 USD 

GAME: Biotopîco
DEVELOPER: Everyday Lemonade

DESCRIPTION: “In Bíotópico, players can grow real trees using the Oxygen resource that is produced from their breath practice. We’re partnering with OneTreePlanted.org to plant a physical tree on the player’s behalf each time a digital tree is grown.”

LINK: https://everydaylemonade.itch.io/biotopico

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THIRD PLACE | $5,000 USD 

GAME: Fumble

DEVELOPER: ComfyDev

DESCRIPTION: “Fumble is a puzzle game about how it feels to struggle to talk. It tells the story of someone suffering from social anxiety without realising it… The gameplay acts as a playable metaphor of social anxiety and offers what we believe is one possible representation of what it feels like to have the condition.”

LINK: https://namidasai.itch.io/fumble

“We truly believe in the power of games to help treat mental illness,” said Mike Wilson, co-founder, DeepWell DTx. “It goes to show that the games community recognizes that games are and can be good for you, and we are excited about taking the first steps to making games that can serve as both entertainment and with therapeutic value.”

In addition to the winners, DeepWell and Global Game Jam have also cited several others competitors for distinction as best-in-category finalists across a number of categories:

“Most Educational” – Game: “Balance It Out” | Developer: lukeamer | Link 
“Most Innovative” – Game: “Can You?” | Developer: devbymark | Link 
“Most Engaging” – Game: “Mockingzen” | Developer: havana24 | Link
“Most Accessible” – Game: “Bottles” | Developer: zrrz111 | Link
“Best Art” – Game: “Mood Farm” | Developer: Peregon | Link
“Best Audio” – Game: “Inner Room” | Developer: byebyesama | Link

The full list of games created during the month of May for the challenge can be found on the Global Game Jam’s itch.io page for free public access here. 

Founded by Devolver Digital co-founder Mike Wilson and medtech innovator Ryan Douglas, DeepWell DTx) is a first-of-its-kind video game publisher and developer dedicated to creating best-in-class gameplay that can simultaneously entertain and deliver, enhance and accelerate treatment for an array of globally pervasive health conditions. DeepWell is backed by a team of more than 40 industry-leading creators, game designers, scientists and medical researchers, coming together to prove the power of games in addressing mental health.

For the latest updates, please visit DeepWellDTx.com. 

About DeepWell DTx
DeepWell is a video game developer and publisher dedicated to making games that are simultaneously world-class entertainment, as well as therapeutic for a myriad of health concerns. Founded by game industry veteran Mike Wilson and medtech innovator Ryan Douglas, the company is guided by an advisory board of more than 40 industry-leading creators, game designers, scientists, and medical researchers.

Media Contacts
fortyseven communications – deepwell@fortyseven.com
DeepWell PR – press@deepwelldtx.com

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SOURCE DeepWell DTx

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Chemours Announces Dates for Third Quarter 2026 Earnings Release and Webcast Conference Call

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WILMINGTON, Del., Oct. 21, 2026 /PRNewswire/ — The Chemours Company (“Chemours” or “the Company”) (NYSE: CC) today announced that the Company expects to issue its third quarter 2026 financial results after market on Monday, November 2, 2026.

The Company expects to hold its conference call to discuss its third quarter 2026 financial results at 8:00 a.m. Eastern Standard Time on Tuesday, November 3, 2026. The call is open to the public and can be accessed via the webcast information below. The webcast and materials can be accessed by visiting the “Events and Presentations” section of the Investor Relations section of Chemours’ website at investors.chemours.com.

Conference Call: Please visit investors.chemours.com for a link to the live webcast and to view the accompanying slides.

Replay: A webcast replay will be available at investors.chemours.com.

About The Chemours Company
The Chemours Company (NYSE: CC) is a global leader in providing industrial and specialty chemicals products for markets, including coatings, plastics, refrigeration and air conditioning, transportation, semiconductor and advanced electronics, general industrial, and oil and gas. Through our three businesses – Thermal & Specialized Solutions, Titanium Technologies, and Advanced Performance Materials – we deliver application expertise and chemistry-based innovations that solve customers’ biggest challenges. Our flagship products are sold under prominent brands such as Opteon™, Freon™, Ti-Pure™, Nafion™, Teflon™, Viton™, and Krytox™. Headquartered in Wilmington, Delaware and listed on the NYSE under the symbol CC, Chemours has approximately 5,700 employees and 28 manufacturing sites and serves approximately 2,400 customers in approximately 110 countries. For more information, visit chemours.com or follow us on LinkedIn. 

CONTACTS:

INVESTORS
Brandon Ontjes
Vice President, Head of Strategy & Investor Relations
+1.302.773.3300 
investor@chemours.com 

NEWS MEDIA
Cassie Olszewski
Media Relations & Reputation Leader
+1.302.219.7140
media@chemours.com  

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SOURCE The Chemours Company

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AGEDB Announces Preliminary Technical Evaluation of Graph Database and AI Data Platform Opportunities

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VANCOUVER, BC, Oct. 21, 2026 /CNW/ — AGEDB Technology Ltd. (TSXV: AGET) (“AGEDB” or the “Company”) announces that it is evaluating opportunities to re-engage in its historical graph database business area through preliminary architectural design and technical assessment of potential AI data platform applications, following its entry, on September 16, 2026, into a memorandum of understanding (the “MOU”) with a Korea-listed company exploring opportunities to enter the AI sector (the “Korean Company”).

The Company previously disclosed that it had discontinued its graph database management system operations during the year ended April 30, 2025 and was seeking new business opportunities. The Company is now assessing potential opportunities to leverage its existing Apache AGE-related technology and experience. These preliminary evaluations should not be interpreted as a resumption of full-scale development or commercial operations.

Under the MOU, AGEDB and the Korean Company contemplate evaluating an integrated package combining locally installed PostgreSQL and Apache AGE relationship-analysis database technology with an AI agent. The MOU also contemplates a separate “Personal AI Operating System” evaluation track, referred to as “AGE Brain,” for potential use in user-controlled computing environments. The proposed applications remain conceptual and subject to further technical and commercial assessment.

The contemplated preliminary work includes architectural design and technical evaluation of approaches to connecting relational data with graph-based relationships and supporting AI-assisted information retrieval and analysis. The parties may consider proof-of-concept testing and pilot activities, but no timeline or commitment to undertake such activities has been established under the MOU.

The MOU has a one-year term. Except for provisions expressly identified as binding, it is non-binding and does not require either party to complete development, launch or commercialize a product, make an investment, commit personnel, pay development fees, or enter into a definitive commercial agreement. Specific project scope, deliverables, schedules, responsibilities, costs and any commercialization terms remain subject to further discussions and, where applicable, separate written agreements. Each party will bear its own evaluation costs unless otherwise agreed in writing.

The Company’s evaluation remains preliminary. No product launch, commercial revenue or definitive commercialization arrangement has been agreed, and there can be no assurance that the parties will proceed with development, that the proposed platform will be completed or commercialized, or that the Company will obtain the resources required to advance the opportunity.

AGEDB may also explore potential collaborations with AI development companies in Korea and other markets, subject to available resources and further assessment.

AGEDB Technology Ltd.

On behalf of the board of directors,

“Jungsoo Kim”
CEO

About AGEDB Technology Ltd.

AGEDB Technology Ltd. is a technology company listed on the TSX Venture Exchange under the symbol “AGET.” The Company is focused on developing and pursuing opportunities in data intelligence, graph database technology and applied artificial intelligence.

Forward-Looking Information

This news release contains forward-looking information, including statements regarding the Company’s development activities, the proposed AI data platform, potential proof-of-concept and pilot activities, and possible future collaborations and commercialization. Forward-looking information is based on management’s current expectations and assumptions and is subject to risks and uncertainties that could cause actual results to differ materially. The memorandum of understanding is generally non-binding, and there can be no assurance that the parties will proceed with or complete any development, pilot, product launch or commercial arrangement, or that AGEDB will enter into additional collaborations. Readers are cautioned not to place undue reliance on forward-looking information. AGEDB undertakes no obligation to update such information except as required by applicable securities laws.

SOURCE AGEDB Technology Ltd.

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Bose Corporation Acquires Skullcandy, Expanding Its Consumer Audio Portfolio to Reach New Audiences

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Acquisition follows a successful partnership between the two companies and advances Bose’s evolution into a multi-brand products and technology company

FRAMINGHAM, Mass. and PARK CITY, Utah, Oct. 21, 2026 /PRNewswire/ — Bose Corporation, a global leader in audio innovation and research, announced today it has acquired Skullcandy, a lifestyle audio brand known for its bold products that bring together sound, style and performance. Bose and Skullcandy have each spent decades finding new ways to bring people closer to the music they love. Together, they’ll combine Bose’s audio expertise, technology and global reach with Skullcandy’s design, understanding of its consumers and authentic community connections to create new products and experiences and accelerate growth.

The acquisition follows a multi-year partnership that has already brought Sound by Bose technology to Skullcandy earbuds and headphones. The companies have seen firsthand how their strengths can come together to create products consumers love while staying true to what makes Skullcandy special, providing a foundation to accelerate further collaboration and innovation.

With a strong position at the intersection of audio, lifestyle and culture, Skullcandy will remain a separate brand within Bose’s Premium Consumer Audio business. Skullcandy’s deep roots in boardsports, including longstanding relationships with passionate supporters of the culture and its athletes, and authentic connections across music, gaming, fitness and other communities present new ways for Bose to meaningfully connect with consumers where it has less presence today.

“For more than 60 years, Bose has been committed to delivering incredible audio experiences however and wherever people choose to listen. As we work to reach even more people, we’re expanding how we do that, not only through Bose products, but through technology partnerships and a growing portfolio of brands,” said Lila Snyder, Chief Executive Officer of Bose Corporation. “As a privately held company, we have the freedom to make bold, long-term investments in opportunities we believe in, and Skullcandy is a great example of that. They have an established, thriving brand, and together we see tremendous opportunity to create new products and experiences and reach more consumers around the world.”

“We believe this is a win for Skullcandy and our fans,” said Brian Garofalow, Chief Executive Officer of Skullcandy. “Skullcandy was born on a chairlift in Park City, Utah, over 20 years ago, and we’ve always believed great music should be part of the experiences people love. Joining Bose gives us the opportunity to make those experiences even better by bringing more of their audio expertise and technology to our products, and it opens up even more ways to take Skullcandy further.”

Bose plans to invest in Skullcandy’s continued growth, providing greater access to technology, resources, global distribution and commercial relationships while giving the brand the freedom to continue evolving in ways that are authentic to its identity and consumers. Skullcandy will continue to be based in Park City, Utah.

Bose acquired Skullcandy from a fund managed by Mill Road Capital Management LLC, a Connecticut-based private investment firm. Jones Day acted as Bose’s legal counsel. Additional information, including financial and other terms of the transaction, will remain confidential.

About Bose Corporation
Bose Corporation is a global leader in audio innovation, driven by a singular belief: sound has the power to transform the way people connect with the world. For more than 60 years, Bose has combined pioneering research, engineering excellence, and a deep understanding of human perception to create products and technologies that deliver extraordinary experiences. Through its portfolio of iconic brands, including Bose, McIntosh, Sonus faber, and Skullcandy, the company offers premium and luxury audio solutions for the home, on the go, and in the car. Bose also collaborates with leading companies across industries, extending its audio expertise and technologies into new products, platforms, and applications beyond its own brands. 

Guided by a relentless spirit of innovation and a passion for what sound makes possible, Bose continues to advance the science and art of sound while expanding its impact on everyday life. From music and entertainment to communication, wellness, and emerging applications, Bose is creating new ways for people around the world to feel more connected, inspired, and engaged through the power of sound.

About Skullcandy
Founded in 2003 on a chairlift in Park City, Utah, Skullcandy is the original lifestyle audio brand. With deep roots in action sports culture, Skullcandy creates headphones, earbuds, and speakers that deliver powerful sound, bold style, and immersive experiences. Designed to move with you—from the mountains to the streets—Skullcandy gear is built to perform and made to stand out. Learn more at www.Skullcandy.com.

Contact

Joanne Berthaume
Joanne_berthaume@bose.com

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SOURCE Bose Corporation

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