Immersion Net Income 2010-2024 | IMMR
Immersion net income from 2010 to 2024. Net income can be defined as company's net profit or loss after all revenues, income items, and expenses have been accounted for.
Immersion Annual Net Income (Millions of US $) |
2023 |
$34 |
2022 |
$31 |
2021 |
$12 |
2020 |
$5 |
2019 |
$-20 |
2018 |
$54 |
2017 |
$-45 |
2016 |
$-39 |
2015 |
$3 |
2014 |
$4 |
2013 |
$40 |
2012 |
$-7 |
2011 |
$-3 |
2010 |
$-6 |
2009 |
$-28 |
Immersion Quarterly Net Income (Millions of US $) |
2024-06-30 |
$29 |
2024-03-31 |
$19 |
2023-12-31 |
$16 |
2023-09-30 |
$3 |
2023-06-30 |
$7 |
2023-03-31 |
$8 |
2022-12-31 |
$20 |
2022-09-30 |
$8 |
2022-06-30 |
$-2 |
2022-03-31 |
$5 |
2021-12-31 |
$1 |
2021-09-30 |
$4 |
2021-06-30 |
$5 |
2021-03-31 |
$2 |
2020-12-31 |
$8 |
2020-09-30 |
$3 |
2020-06-30 |
$-1 |
2020-03-31 |
$-5 |
2019-12-31 |
$1 |
2019-09-30 |
$-1 |
2019-06-30 |
$-9 |
2019-03-31 |
$-11 |
2018-12-31 |
$-3 |
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 |
$-38 |
2016-09-30 |
$7 |
2016-06-30 |
$-6 |
2016-03-31 |
$-3 |
2015-12-31 |
$1 |
2015-09-30 |
$0 |
2015-06-30 |
$2 |
2015-03-31 |
$-0 |
2014-12-31 |
$1 |
2014-09-30 |
$1 |
2014-06-30 |
$0 |
2014-03-31 |
$2 |
2013-12-31 |
$37 |
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 |
$1 |
2010-12-31 |
$-2 |
2010-09-30 |
$-1 |
2010-06-30 |
$0 |
2010-03-31 |
$-3 |
2009-12-31 |
$-4 |
2009-09-30 |
$-9 |
2009-06-30 |
$-9 |
2009-03-31 |
$-6 |
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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