Immersion Other Share Holders Equity 2010-2024 | IMMR
Immersion other share holders equity from 2010 to 2024. Other share holders equity can be defined as field containing the sum of all current assets that cannot be standardized into another field as well as those that are aggregated by the company because materially, they are too small to list separately.
Immersion Annual Other Share Holders Equity (Millions of US $) |
2023 |
$ |
2022 |
$ |
2021 |
$ |
2020 |
$ |
2019 |
$ |
2018 |
$ |
2017 |
$ |
2016 |
$ |
2015 |
$ |
2014 |
$ |
2013 |
$ |
2012 |
$ |
2011 |
$ |
2010 |
$ |
2009 |
$ |
Immersion Quarterly Other Share Holders Equity (Millions of US $) |
2024-06-30 |
|
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 |
|
2021-09-30 |
|
2021-06-30 |
|
2021-03-31 |
|
2020-12-31 |
|
2020-09-30 |
|
2020-06-30 |
|
2020-03-31 |
|
2019-12-31 |
|
2019-09-30 |
|
2019-06-30 |
|
2019-03-31 |
|
2018-12-31 |
|
2018-09-30 |
|
2018-06-30 |
|
2018-03-31 |
|
2017-12-31 |
|
2017-09-30 |
|
2017-06-30 |
|
2017-03-31 |
|
2016-12-31 |
|
2016-09-30 |
|
2016-06-30 |
|
2016-03-31 |
|
2015-12-31 |
|
2015-09-30 |
|
2015-06-30 |
|
2015-03-31 |
|
2014-12-31 |
|
2014-09-30 |
|
2014-06-30 |
|
2014-03-31 |
|
2013-12-31 |
|
2013-09-30 |
|
2013-06-30 |
|
2013-03-31 |
|
2012-12-31 |
|
2012-09-30 |
|
2012-06-30 |
|
2012-03-31 |
|
2011-12-31 |
|
2011-09-30 |
|
2011-06-30 |
|
2011-03-31 |
|
2010-12-31 |
|
2010-09-30 |
|
2010-06-30 |
|
2010-03-31 |
|
2009-12-31 |
|
2009-09-30 |
|
2009-06-30 |
|
2009-03-31 |
|
Sector |
Industry |
Market Cap |
Revenue |
Computer and Technology |
Computer - Peripherals |
$0.287B |
$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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