Immersion Retained Earnings (Accumulated Deficit) 2010-2024 | IMMR

Immersion retained earnings (accumulated deficit) from 2010 to 2024. Retained earnings (accumulated deficit) can be defined as profits reinvested in the corporation after dividends have been paid out.
Immersion Annual Retained Earnings (Accumulated Deficit)
(Millions of US $)
2023 $-36
2022 $-70
2021 $-101
2020 $-113
2019 $-119
2018 $-99
2017 $-172
2016 $-119
2015 $-80
2014 $-83
2013 $-87
2012 $-127
2011 $-106
2010 $-105
2009 $-99
Immersion Quarterly Retained Earnings (Accumulated Deficit)
(Millions of US $)
2024-06-30 $12
2024-03-31 $-17
2023-12-31 $-36
2023-09-30 $-52
2023-06-30 $-55
2023-03-31 $-62
2022-12-31 $-70
2022-09-30 $-90
2022-06-30 $-97
2022-03-31 $-96
2021-12-31 $-101
2021-09-30 $-102
2021-06-30 $-106
2021-03-31 $-111
2020-12-31 $-113
2020-09-30 $-121
2020-06-30 $-124
2020-03-31 $-123
2019-12-31 $-119
2019-09-30 $-120
2019-06-30 $-118
2019-03-31 $-110
2018-12-31 $-99
2018-09-30 $-95
2018-06-30 $-91
2018-03-31 $-83
2017-12-31 $-172
2017-09-30 $-159
2017-06-30 $-154
2017-03-31 $-139
2016-12-31 $-119
2016-09-30 $-81
2016-06-30 $-88
2016-03-31 $-83
2015-12-31 $-80
2015-09-30 $-81
2015-06-30 $-81
2015-03-31 $-83
2014-12-31 $-83
2014-09-30 $-84
2014-06-30 $-85
2014-03-31 $-85
2013-12-31 $-87
2013-09-30 $-107
2013-06-30 $-109
2013-03-31 $-109
2012-12-31 $-127
2012-09-30 $-112
2012-06-30 $-109
2012-03-31 $-106
2011-12-31 $-106
2011-09-30 $-106
2011-06-30 $-104
2011-03-31 $-103
2010-12-31 $-105
2010-09-30 $-102
2010-06-30 $-101
2010-03-31 $-101
2009-12-31 $-99
2009-09-30 $-94
2009-06-30 $-85
2009-03-31 $-75
Sector Industry Market Cap Revenue
Computer and Technology Computer - Peripherals $0.283B $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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