Immersion Share Holder Equity 2010-2024 | IMMR
Immersion share holder equity from 2010 to 2024. Share holder equity can be defined as the sum of preferred and common equity items
Immersion Annual Share Holder Equity (Millions of US $) |
2023 |
$183 |
2022 |
$158 |
2021 |
$141 |
2020 |
$64 |
2019 |
$84 |
2018 |
$100 |
2017 |
$10 |
2016 |
$55 |
2015 |
$87 |
2014 |
$77 |
2013 |
$81 |
2012 |
$29 |
2011 |
$52 |
2010 |
$54 |
2009 |
$56 |
Immersion Quarterly Share Holder Equity (Millions of US $) |
2024-06-30 |
$426 |
2024-03-31 |
$201 |
2023-12-31 |
$183 |
2023-09-30 |
$169 |
2023-06-30 |
$170 |
2023-03-31 |
$166 |
2022-12-31 |
$158 |
2022-09-30 |
$143 |
2022-06-30 |
$140 |
2022-03-31 |
$143 |
2021-12-31 |
$141 |
2021-09-30 |
$131 |
2021-06-30 |
$112 |
2021-03-31 |
$105 |
2020-12-31 |
$64 |
2020-09-30 |
$54 |
2020-06-30 |
$50 |
2020-03-31 |
$68 |
2019-12-31 |
$84 |
2019-09-30 |
$84 |
2019-06-30 |
$84 |
2019-03-31 |
$91 |
2018-12-31 |
$100 |
2018-09-30 |
$100 |
2018-06-30 |
$102 |
2018-03-31 |
$105 |
2017-12-31 |
$10 |
2017-09-30 |
$20 |
2017-06-30 |
$24 |
2017-03-31 |
$38 |
2016-12-31 |
$55 |
2016-09-30 |
$92 |
2016-06-30 |
$84 |
2016-03-31 |
$88 |
2015-12-31 |
$87 |
2015-09-30 |
$84 |
2015-06-30 |
$82 |
2015-03-31 |
$79 |
2014-12-31 |
$77 |
2014-09-30 |
$77 |
2014-06-30 |
$80 |
2014-03-31 |
$78 |
2013-12-31 |
$81 |
2013-09-30 |
$59 |
2013-06-30 |
$56 |
2013-03-31 |
$50 |
2012-12-31 |
$29 |
2012-09-30 |
$44 |
2012-06-30 |
$50 |
2012-03-31 |
$53 |
2011-12-31 |
$52 |
2011-09-30 |
$57 |
2011-06-30 |
$57 |
2011-03-31 |
$56 |
2010-12-31 |
$54 |
2010-09-30 |
$55 |
2010-06-30 |
$55 |
2010-03-31 |
$54 |
2009-12-31 |
$56 |
2009-09-30 |
$59 |
2009-06-30 |
$67 |
2009-03-31 |
$75 |
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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