Immersion Cost of Goods Sold 2010-2024 | IMMR
Immersion cost of goods sold from 2010 to 2024. Cost of goods sold can be defined as the difference between beginning and ending inventories for tangible products resulting in an expense that reflects production and sales costs.
Immersion Annual Cost of Goods Sold (Millions of US $) |
2023 |
$ |
2022 |
$ |
2021 |
$0 |
2020 |
$0 |
2019 |
$0 |
2018 |
$0 |
2017 |
$0 |
2016 |
$0 |
2015 |
$0 |
2014 |
$0 |
2013 |
$0 |
2012 |
$1 |
2011 |
$1 |
2010 |
$3 |
2009 |
$8 |
Immersion Quarterly Cost of Goods Sold (Millions of US $) |
2024-06-30 |
$41 |
2024-03-31 |
|
2023-12-31 |
|
2023-09-30 |
|
2023-06-30 |
|
2023-03-31 |
|
2022-12-31 |
|
2022-09-30 |
|
2022-06-30 |
|
2022-03-31 |
|
2021-12-31 |
$0 |
2021-09-30 |
$0 |
2021-06-30 |
$0 |
2021-03-31 |
$0 |
2020-12-31 |
$0 |
2020-09-30 |
$0 |
2020-06-30 |
$0 |
2020-03-31 |
$0 |
2019-12-31 |
$0 |
2019-09-30 |
$0 |
2019-06-30 |
$0 |
2019-03-31 |
$0 |
2018-12-31 |
$0 |
2018-09-30 |
$0 |
2018-06-30 |
$0 |
2018-03-31 |
$0 |
2017-12-31 |
$0 |
2017-09-30 |
$0 |
2017-06-30 |
$0 |
2017-03-31 |
$0 |
2016-12-31 |
$0 |
2016-09-30 |
$0 |
2016-06-30 |
$0 |
2016-03-31 |
$0 |
2015-12-31 |
$0 |
2015-09-30 |
$0 |
2015-06-30 |
$0 |
2015-03-31 |
$0 |
2014-12-31 |
$0 |
2014-09-30 |
$0 |
2014-06-30 |
$0 |
2014-03-31 |
$0 |
2013-12-31 |
$0 |
2013-09-30 |
$0 |
2013-06-30 |
$0 |
2013-03-31 |
$0 |
2012-12-31 |
$0 |
2012-09-30 |
$0 |
2012-06-30 |
$0 |
2012-03-31 |
$0 |
2011-12-31 |
$0 |
2011-09-30 |
$0 |
2011-06-30 |
$0 |
2011-03-31 |
$0 |
2010-12-31 |
$0 |
2010-09-30 |
$0 |
2010-06-30 |
$1 |
2010-03-31 |
$1 |
2009-12-31 |
$1 |
2009-09-30 |
$3 |
2009-06-30 |
$2 |
2009-03-31 |
$1 |
Sector |
Industry |
Market Cap |
Revenue |
Computer and Technology |
Computer - Peripherals |
$0.280B |
$0.034B |
IMMERSION CORP. develops hardware and software technologies that enable users to interact with computers using their sense of touch. Their patented technologies, which are branded TouchSense, enable devices such as mice, joysticks, knobs, and medical simulation products to deliver tactile sensations that correspond to on-screen events. They focus on four application areas: computing and entertainment, medical simulation, professional and industrial, and three-dimensional capture and interaction.
|