Immersion Shares Outstanding 2010-2024 | IMMR
Immersion shares outstanding from 2010 to 2024. Shares outstanding can be defined as the number of shares held by shareholders (including insiders) assuming conversion of all convertible debt, securities, warrants and options. This metric excludes the company's treasury shares.
Immersion Annual Shares Outstanding (Millions of Shares) |
2023 |
33 |
2022 |
34 |
2021 |
32 |
2020 |
28 |
2019 |
32 |
2018 |
31 |
2017 |
29 |
2016 |
29 |
2015 |
29 |
2014 |
29 |
2013 |
29 |
2012 |
28 |
2011 |
29 |
2010 |
28 |
2009 |
28 |
Immersion Quarterly Shares Outstanding (Millions of Shares) |
2024-06-30 |
33 |
2024-03-31 |
31 |
2023-12-31 |
33 |
2023-09-30 |
33 |
2023-06-30 |
33 |
2023-03-31 |
33 |
2022-12-31 |
34 |
2022-09-30 |
34 |
2022-06-30 |
34 |
2022-03-31 |
34 |
2021-12-31 |
32 |
2021-09-30 |
33 |
2021-06-30 |
31 |
2021-03-31 |
29 |
2020-12-31 |
28 |
2020-09-30 |
27 |
2020-06-30 |
28 |
2020-03-31 |
31 |
2019-12-31 |
32 |
2019-09-30 |
32 |
2019-06-30 |
32 |
2019-03-31 |
31 |
2018-12-31 |
31 |
2018-09-30 |
31 |
2018-06-30 |
31 |
2018-03-31 |
31 |
2017-12-31 |
29 |
2017-09-30 |
29 |
2017-06-30 |
29 |
2017-03-31 |
29 |
2016-12-31 |
29 |
2016-09-30 |
29 |
2016-06-30 |
29 |
2016-03-31 |
28 |
2015-12-31 |
29 |
2015-09-30 |
29 |
2015-06-30 |
29 |
2015-03-31 |
28 |
2014-12-31 |
29 |
2014-09-30 |
29 |
2014-06-30 |
29 |
2014-03-31 |
29 |
2013-12-31 |
29 |
2013-09-30 |
30 |
2013-06-30 |
29 |
2013-03-31 |
28 |
2012-12-31 |
28 |
2012-09-30 |
28 |
2012-06-30 |
28 |
2012-03-31 |
28 |
2011-12-31 |
29 |
2011-09-30 |
29 |
2011-06-30 |
29 |
2011-03-31 |
29 |
2010-12-31 |
28 |
2010-09-30 |
28 |
2010-06-30 |
29 |
2010-03-31 |
28 |
2009-12-31 |
28 |
2009-09-30 |
28 |
2009-06-30 |
28 |
2009-03-31 |
28 |
Sector |
Industry |
Market Cap |
Revenue |
Computer and Technology |
Computer - Peripherals |
$0.289B |
$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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