Creative Technology EPS - Earnings per Share 2010-2020 | CREAF
Creative Technology eps - earnings per share from 2010 to 2020. Eps - earnings per share can be defined as a company's net earnings or losses attributable to common shareholders per diluted share base, which includes all convertible securities and debt, options and warrants.
Creative Technology Annual EPS |
2021 |
$-0.11 |
2020 |
$-0.25 |
2019 |
$-0.05 |
2018 |
$0.57 |
2017 |
$-0.33 |
2016 |
$0.04 |
2015 |
$-0.47 |
2014 |
$-0.31 |
2013 |
$0.24 |
2012 |
$-1.20 |
2011 |
$-0.68 |
2010 |
$-0.56 |
2009 |
$-1.88 |
Creative Technology Quarterly EPS |
2020-06-30 |
$0.00 |
2019-12-31 |
$-0.04 |
2019-09-30 |
$-0.08 |
2019-06-30 |
$-0.03 |
2019-03-31 |
$0.14 |
2018-12-31 |
$-0.07 |
2018-09-30 |
$-0.09 |
2018-06-30 |
$0.36 |
2018-03-31 |
$-0.05 |
2017-12-31 |
$-0.06 |
2017-09-30 |
$0.32 |
2017-06-30 |
$-0.08 |
2017-03-31 |
$-0.07 |
2016-12-31 |
$-0.09 |
2016-09-30 |
$-0.09 |
2016-06-30 |
$0.01 |
2016-03-31 |
$0.06 |
2015-12-31 |
$0.17 |
2015-09-30 |
$-0.20 |
2015-06-30 |
$-0.03 |
2015-03-31 |
$-0.17 |
2014-12-31 |
$-0.13 |
2014-09-30 |
$-0.14 |
2014-06-30 |
$-0.05 |
2014-03-31 |
$-0.12 |
2013-12-31 |
$-0.06 |
2013-09-30 |
$-0.08 |
2013-06-30 |
$-0.09 |
2013-03-31 |
$-0.15 |
2012-12-31 |
$0.54 |
2012-09-30 |
$-0.06 |
2012-06-30 |
$-0.27 |
2012-03-31 |
$-0.02 |
2011-12-31 |
$-0.49 |
2011-09-30 |
$-0.42 |
2011-06-30 |
$-0.28 |
2011-03-31 |
$-0.19 |
2010-12-31 |
$-0.16 |
2010-09-30 |
$-0.05 |
2010-06-30 |
$-0.16 |
2010-03-31 |
$-0.30 |
2009-12-31 |
$-0.08 |
2009-09-30 |
$-0.02 |
2009-06-30 |
$-0.19 |
2009-03-31 |
$-0.68 |
Sector |
Industry |
Market Cap |
Revenue |
Computer and Technology |
Computer - Peripherals |
$0.000B |
$0.000B |
Creative Technology Ltd. is a worldwide leader in digital entertainment products. Famous for its Sound Blaster audio cards and for launching the multimedia revolution, Creative is now driving digital entertainment on the PC platform with products like its highly acclaimed ZEN portable audio and media players. Creative's innovative hardware, proprietary technology, applications and services leverage the Internet, enabling consumers to experience high-quality digital entertainment anytime, anywhere.
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