Immersion Basic EPS 2010-2024 | IMMR
Immersion basic eps from 2010 to 2024. Basic eps can be defined as a company's net earnings or losses attributable to common shareholders per basic share basis.
Immersion Annual Basic EPS |
2023 |
$1.05 |
2022 |
$0.92 |
2021 |
$0.40 |
2020 |
$0.19 |
2019 |
$-0.64 |
2018 |
$1.78 |
2017 |
$-1.55 |
2016 |
$-1.37 |
2015 |
$0.10 |
2014 |
$0.15 |
2013 |
$1.42 |
2012 |
$-0.26 |
2011 |
$-0.12 |
2010 |
$-0.21 |
2009 |
$-1.01 |
Immersion Quarterly Basic EPS |
2024-06-30 |
$0.91 |
2024-03-31 |
$0.60 |
2023-12-31 |
$0.50 |
2023-09-30 |
$0.08 |
2023-06-30 |
$0.22 |
2023-03-31 |
$0.25 |
2022-12-31 |
$0.59 |
2022-09-30 |
$0.23 |
2022-06-30 |
$-0.05 |
2022-03-31 |
$0.15 |
2021-12-31 |
$0.04 |
2021-09-30 |
$0.12 |
2021-06-30 |
$0.17 |
2021-03-31 |
$0.07 |
2020-12-31 |
$0.27 |
2020-09-30 |
$0.11 |
2020-06-30 |
$-0.03 |
2020-03-31 |
$-0.16 |
2019-12-31 |
$0.02 |
2019-09-30 |
$-0.04 |
2019-06-30 |
$-0.27 |
2019-03-31 |
$-0.35 |
2018-12-31 |
$-0.17 |
2018-09-30 |
$-0.15 |
2018-06-30 |
$-0.25 |
2018-03-31 |
$2.35 |
2017-12-31 |
$-0.42 |
2017-09-30 |
$-0.18 |
2017-06-30 |
$-0.51 |
2017-03-31 |
$-0.44 |
2016-12-31 |
$-1.32 |
2016-09-30 |
$0.24 |
2016-06-30 |
$-0.20 |
2016-03-31 |
$-0.09 |
2015-12-31 |
$0.03 |
2015-09-30 |
$0.01 |
2015-06-30 |
$0.06 |
2015-03-31 |
$0.00 |
2014-12-31 |
$0.03 |
2014-09-30 |
$0.04 |
2014-06-30 |
$0.01 |
2014-03-31 |
$0.07 |
2013-12-31 |
$1.32 |
2013-09-30 |
$0.02 |
2013-06-30 |
$0.02 |
2013-03-31 |
$0.06 |
2012-12-31 |
$-0.06 |
2012-09-30 |
$-0.11 |
2012-06-30 |
$-0.08 |
2012-03-31 |
$-0.01 |
2011-12-31 |
$-0.07 |
2011-09-30 |
$-0.05 |
2011-06-30 |
$-0.05 |
2011-03-31 |
$0.05 |
2010-12-31 |
$-0.09 |
2010-09-30 |
$-0.04 |
2010-06-30 |
$0.01 |
2010-03-31 |
$-0.09 |
2009-12-31 |
$-0.15 |
2009-09-30 |
$-0.32 |
2009-06-30 |
$-0.32 |
2009-03-31 |
$-0.22 |
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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