Immersion Pre-Paid Expenses 2010-2024 | IMMR
Immersion pre-paid expenses from 2010 to 2024. Pre-paid expenses can be defined as a current asset created by prepayment of costs and expenses for which the benefits will occur at a future date.
Immersion Annual Pre-Paid Expenses (Millions of US $) |
2023 |
$10 |
2022 |
$9 |
2021 |
$13 |
2020 |
$13 |
2019 |
$14 |
2018 |
$10 |
2017 |
$1 |
2016 |
$3 |
2015 |
$3 |
2014 |
$1 |
2013 |
$1 |
2012 |
$1 |
2011 |
$0 |
2010 |
$4 |
2009 |
$4 |
Immersion Quarterly Pre-Paid Expenses (Millions of US $) |
2024-06-30 |
$41 |
2024-03-31 |
$9 |
2023-12-31 |
$10 |
2023-09-30 |
$8 |
2023-06-30 |
$8 |
2023-03-31 |
$9 |
2022-12-31 |
$9 |
2022-09-30 |
$8 |
2022-06-30 |
$10 |
2022-03-31 |
$12 |
2021-12-31 |
$13 |
2021-09-30 |
$12 |
2021-06-30 |
$12 |
2021-03-31 |
$11 |
2020-12-31 |
$13 |
2020-09-30 |
$10 |
2020-06-30 |
$9 |
2020-03-31 |
$9 |
2019-12-31 |
$14 |
2019-09-30 |
$12 |
2019-06-30 |
$8 |
2019-03-31 |
$9 |
2018-12-31 |
$10 |
2018-09-30 |
$8 |
2018-06-30 |
$6 |
2018-03-31 |
$6 |
2017-12-31 |
$1 |
2017-09-30 |
$1 |
2017-06-30 |
$1 |
2017-03-31 |
$1 |
2016-12-31 |
$3 |
2016-09-30 |
$3 |
2016-06-30 |
$3 |
2016-03-31 |
$3 |
2015-12-31 |
$3 |
2015-09-30 |
$3 |
2015-06-30 |
$2 |
2015-03-31 |
$1 |
2014-12-31 |
$1 |
2014-09-30 |
$1 |
2014-06-30 |
$1 |
2014-03-31 |
$1 |
2013-12-31 |
$1 |
2013-09-30 |
$1 |
2013-06-30 |
$1 |
2013-03-31 |
$1 |
2012-12-31 |
$1 |
2012-09-30 |
$1 |
2012-06-30 |
$1 |
2012-03-31 |
$0 |
2011-12-31 |
$0 |
2011-09-30 |
$1 |
2011-06-30 |
$1 |
2011-03-31 |
$1 |
2010-12-31 |
$4 |
2010-09-30 |
$4 |
2010-06-30 |
$4 |
2010-03-31 |
$4 |
2009-12-31 |
$4 |
2009-09-30 |
$3 |
2009-06-30 |
$4 |
2009-03-31 |
$3 |
Sector |
Industry |
Market Cap |
Revenue |
Computer and Technology |
Computer - Peripherals |
$0.280B |
$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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