Immersion EBIT 2010-2024 | IMMR
Immersion ebit from 2010 to 2024. Ebit can be defined as earnings before interest and taxes.
Immersion Annual EBIT (Millions of US $) |
2023 |
$18 |
2022 |
$24 |
2021 |
$18 |
2020 |
$2 |
2019 |
$-21 |
2018 |
$53 |
2017 |
$-45 |
2016 |
$-15 |
2015 |
$5 |
2014 |
$6 |
2013 |
$4 |
2012 |
$-7 |
2011 |
$-2 |
2010 |
$-5 |
2009 |
$-30 |
Immersion Quarterly EBIT (Millions of US $) |
2024-06-30 |
$25 |
2024-03-31 |
$17 |
2023-12-31 |
$5 |
2023-09-30 |
$7 |
2023-06-30 |
$3 |
2023-03-31 |
$3 |
2022-12-31 |
$6 |
2022-09-30 |
$11 |
2022-06-30 |
$4 |
2022-03-31 |
$4 |
2021-12-31 |
$6 |
2021-09-30 |
$4 |
2021-06-30 |
$6 |
2021-03-31 |
$2 |
2020-12-31 |
$5 |
2020-09-30 |
$3 |
2020-06-30 |
$-1 |
2020-03-31 |
$-5 |
2019-12-31 |
$0 |
2019-09-30 |
$-1 |
2019-06-30 |
$-9 |
2019-03-31 |
$-11 |
2018-12-31 |
$-4 |
2018-09-30 |
$-5 |
2018-06-30 |
$-8 |
2018-03-31 |
$70 |
2017-12-31 |
$-12 |
2017-09-30 |
$-5 |
2017-06-30 |
$-15 |
2017-03-31 |
$-13 |
2016-12-31 |
$-11 |
2016-09-30 |
$10 |
2016-06-30 |
$-10 |
2016-03-31 |
$-5 |
2015-12-31 |
$1 |
2015-09-30 |
$1 |
2015-06-30 |
$2 |
2015-03-31 |
$-0 |
2014-12-31 |
$1 |
2014-09-30 |
$2 |
2014-06-30 |
$0 |
2014-03-31 |
$3 |
2013-12-31 |
$1 |
2013-09-30 |
$1 |
2013-06-30 |
$0 |
2013-03-31 |
$2 |
2012-12-31 |
$-2 |
2012-09-30 |
$-3 |
2012-06-30 |
$-2 |
2012-03-31 |
$0 |
2011-12-31 |
$-2 |
2011-09-30 |
$-1 |
2011-06-30 |
$-1 |
2011-03-31 |
$2 |
2010-12-31 |
$-2 |
2010-09-30 |
$-1 |
2010-06-30 |
$1 |
2010-03-31 |
$-2 |
2009-12-31 |
$-5 |
2009-09-30 |
$-9 |
2009-06-30 |
$-9 |
2009-03-31 |
$-7 |
Sector |
Industry |
Market Cap |
Revenue |
Computer and Technology |
Computer - Peripherals |
$0.277B |
$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.
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