In Virtual Reality News
June 20, 2023 – Eleven Table Tennis, a realistic virtual reality (VR) table tennis simulator made by VR gaming studio For Fun Labs, has recently announced a partnership with STIGA Sports AB, the classic Swedish Table Tennis Company with products for both hobby and professional level play.
“We are excited to offer STIGA’s products in Eleven VR to a new type of customer,” said CEO for STIGA Sports Andreas Zandrén. “Many players are now starting to play table tennis in VR and then venturing out to play the sport in real life. If they can experience our product in VR, we are sure they will be a STIGA customer when they need a physical paddle [bat].”
The partnership, which was kicked off with the introduction of STIGA’s logo into Eleven VR’s arena environment, will allow Eleven Table Tennis to add more real life products and elements from the real world table tennis game into the company’s virtual reality game, including paddles, tables, balls, and more.
“We are always looking to ensure the most realistic gameplay for our competitive audience,” said Roman Rekhler, Chief Technical Officer and Creator of Eleven VR. “Partnering with STIGA allows us to advance our paddle design and other elements of the game to a new level we haven’t had access to before.”
Eleven VR has millions of players worldwide, with its audience across the United States, Europe, Asia-Pacific regions and more, according to the company. With features such as an AI Robot to play against, and a matchmaking system to connect players of a similar level, it makes learning to play table tennis an activity that can be done anywhere in the world.
The partnership was kicked off with the introduction of STIGA’s logo into Eleven VR’s arena environment.
For more information on For Fun Labs and its VR gaming titles including Eleven VR, Bounce Shot, and Pickleball Pro VR, please visit the company’s website.
Image / video credit: Eleven Table Tennis / YouTube
About the author
Sam is the Founder and Managing Editor of Auganix. With a background in research and report writing, he has been covering XR industry news for the past seven years.