Immersion Gross Profit 2010-2024 | IMMR
Immersion gross profit from 2010 to 2024. Gross profit can be defined as the profit a company makes after deducting the variable costs directly associated with making and selling its products or providing its services.
Immersion Annual Gross Profit (Millions of US $) |
2023 |
$34 |
2022 |
$38 |
2021 |
$35 |
2020 |
$30 |
2019 |
$36 |
2018 |
$111 |
2017 |
$35 |
2016 |
$57 |
2015 |
$63 |
2014 |
$52 |
2013 |
$47 |
2012 |
$31 |
2011 |
$29 |
2010 |
$28 |
2009 |
$19 |
Immersion Quarterly Gross Profit (Millions of US $) |
2024-06-30 |
$59 |
2024-03-31 |
$44 |
2023-12-31 |
$10 |
2023-09-30 |
$9 |
2023-06-30 |
$7 |
2023-03-31 |
$7 |
2022-12-31 |
$9 |
2022-09-30 |
$14 |
2022-06-30 |
$8 |
2022-03-31 |
$7 |
2021-12-31 |
$10 |
2021-09-30 |
$7 |
2021-06-30 |
$11 |
2021-03-31 |
$7 |
2020-12-31 |
$11 |
2020-09-30 |
$8 |
2020-06-30 |
$6 |
2020-03-31 |
$6 |
2019-12-31 |
$11 |
2019-09-30 |
$11 |
2019-06-30 |
$9 |
2019-03-31 |
$5 |
2018-12-31 |
$11 |
2018-09-30 |
$8 |
2018-06-30 |
$6 |
2018-03-31 |
$85 |
2017-12-31 |
$7 |
2017-09-30 |
$12 |
2017-06-30 |
$7 |
2017-03-31 |
$9 |
2016-12-31 |
$9 |
2016-09-30 |
$26 |
2016-06-30 |
$8 |
2016-03-31 |
$14 |
2015-12-31 |
$16 |
2015-09-30 |
$14 |
2015-06-30 |
$16 |
2015-03-31 |
$16 |
2014-12-31 |
$13 |
2014-09-30 |
$12 |
2014-06-30 |
$12 |
2014-03-31 |
$15 |
2013-12-31 |
$12 |
2013-09-30 |
$11 |
2013-06-30 |
$10 |
2013-03-31 |
$14 |
2012-12-31 |
$8 |
2012-09-30 |
$7 |
2012-06-30 |
$6 |
2012-03-31 |
$9 |
2011-12-31 |
$7 |
2011-09-30 |
$6 |
2011-06-30 |
$6 |
2011-03-31 |
$9 |
2010-12-31 |
$6 |
2010-09-30 |
$6 |
2010-06-30 |
$8 |
2010-03-31 |
$8 |
2009-12-31 |
$6 |
2009-09-30 |
$3 |
2009-06-30 |
$4 |
2009-03-31 |
$6 |
Sector |
Industry |
Market Cap |
Revenue |
Computer and Technology |
Computer - Peripherals |
$0.297B |
$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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