Immersion PE Ratio 2012-2026 | IMMR
Current and historical p/e ratio for Immersion (IMMR) from 2012 to 2026. The price to earnings ratio is calculated by taking the latest closing price and dividing it by the most recent earnings per share (EPS) number. The PE ratio is a simple way to assess whether a stock is over or under valued and is the most widely used valuation measure. Immersion PE ratio as of June 03, 2026 is 0.00.
| Immersion PE Ratio Historical Data | |||
|---|---|---|---|
| Date | Stock Price | TTM Net EPS | PE Ratio |
| 2026-06-04 | 6.62 | 0.00 | |
| 2026-01-31 | 6.64 | $-0.27 | 0.00 |
| 2025-10-31 | 6.54 | $0.51 | 12.82 |
| 2025-07-31 | 6.77 | $0.98 | 6.90 |
| 2025-04-30 | 6.98 | $1.84 | 3.79 |
| 2025-01-31 | 8.02 | $3.02 | 2.66 |
| 2024-10-31 | 7.84 | $2.55 | 3.08 |
| 2024-07-31 | 11.82 | $2.31 | 5.12 |
| 2024-06-30 | 8.67 | $1.48 | 5.86 |
| 2024-04-30 | 6.70 | $0.67 | 10.00 |
| 2024-03-31 | 6.85 | $0.88 | 7.78 |
| 2023-12-31 | 6.42 | $0.54 | 11.89 |
| 2023-09-30 | 5.99 | $0.54 | 11.08 |
| 2023-06-30 | 6.38 | $0.69 | 9.25 |
| 2023-03-31 | 8.03 | $0.43 | 18.68 |
| 2022-12-31 | 6.29 | $0.33 | 19.07 |
| 2022-09-30 | 4.91 | $0.33 | 14.89 |
| 2022-06-30 | 4.78 | $0.22 | 21.72 |
| 2022-03-31 | 4.98 | $0.44 | 11.31 |
| 2021-12-31 | 5.11 | $0.36 | 14.20 |
| 2021-09-30 | 6.12 | $0.36 | 17.00 |
| 2021-06-30 | 7.85 | $0.35 | 22.43 |
| 2021-03-31 | 8.57 | $0.15 | 57.16 |
| 2020-12-31 | 10.10 | $-0.08 | 0.00 |
| 2020-09-30 | 6.31 | $-0.08 | 0.00 |
| 2020-06-30 | 5.58 | $-0.23 | 0.00 |
| 2020-03-31 | 4.80 | $-0.47 | 0.00 |
| 2019-12-31 | 6.65 | $-0.66 | 0.00 |
| 2019-09-30 | 6.85 | $-0.66 | 0.00 |
| 2019-06-30 | 6.81 | $-0.77 | 0.00 |
| 2019-03-31 | 7.54 | $-0.75 | 0.00 |
| 2018-12-31 | 8.02 | $1.89 | 4.24 |
| 2018-09-30 | 9.46 | $1.89 | 5.01 |
| 2018-06-30 | 13.82 | $1.86 | 7.43 |
| 2018-03-31 | 10.69 | $1.60 | 6.68 |
| 2017-12-31 | 6.32 | $-1.13 | 0.00 |
| 2017-09-30 | 7.31 | $-1.13 | 0.00 |
| 2017-06-30 | 8.13 | $-0.71 | 0.00 |
| 2017-03-31 | 7.75 | $-0.40 | 0.00 |
| 2016-12-31 | 9.51 | $-0.05 | 0.00 |
| 2016-09-30 | 7.30 | $-0.05 | 0.00 |
| 2016-06-30 | 6.57 | $-0.28 | 0.00 |
| 2016-03-31 | 7.39 | $-0.02 | 0.00 |
| 2015-12-31 | 10.44 | $0.07 | 149.08 |
| 2015-09-30 | 10.05 | $0.07 | 143.58 |
| 2015-06-30 | 11.34 | $0.10 | 113.39 |
| 2015-03-31 | 8.22 | $0.05 | 164.32 |
| 2014-12-31 | 8.48 | $0.11 | 77.05 |
| 2014-09-30 | 7.68 | $0.11 | 69.81 |
| 2014-06-30 | 11.38 | $0.09 | 126.49 |
| 2014-03-31 | 9.44 | $0.10 | 94.42 |
| 2013-12-31 | 9.29 | $0.10 | 92.90 |
| 2013-09-30 | 11.81 | $0.10 | 118.14 |
| 2013-06-30 | 11.86 | $-0.03 | 0.00 |
| 2013-03-31 | 10.51 | $-0.13 | 0.00 |
| 2012-12-31 | 6.15 | $-0.20 | 0.00 |
| 2012-09-30 | 4.90 | $-0.20 | 0.00 |
| 2012-06-30 | 5.04 | $-0.14 | 0.00 |
| 2012-03-31 | 4.89 | $-0.11 | 0.00 |
| 2011-12-31 | 4.64 | $-0.05 | 0.00 |
| 2011-09-30 | 5.35 | $-0.05 | 0.00 |
| 2011-06-30 | 7.63 | $-0.04 | 0.00 |
| 2011-03-31 | 6.82 | $0.02 | 340.98 |
| 2010-12-31 | 6.01 | $-0.12 | 0.00 |
| 2010-09-30 | 5.29 | $-0.12 | 0.00 |
| 2010-06-30 | 4.53 | $-0.40 | 0.00 |
| 2010-03-31 | 4.47 | $-0.73 | 0.00 |
| 2009-12-31 | 4.10 | $-0.86 | 0.00 |
| 2009-09-30 | 3.83 | $-0.86 | 0.00 |
| 2009-06-30 | 4.42 | $-1.68 | 0.00 |
| 2009-03-31 | 2.62 | $-1.47 | 0.00 |
| 2008-12-31 | 5.27 | $-1.33 | 0.00 |
| 2008-09-30 | 5.21 | $-1.33 | 0.00 |
| 2008-06-30 | 6.09 | $-0.17 | 0.00 |
| 2008-03-31 | 6.36 | $-0.05 | 0.00 |
| 2007-12-31 | 11.59 | $3.94 | 2.94 |
| 2007-09-30 | 14.66 | $3.94 | 3.72 |
| 2007-06-30 | 13.41 | $3.79 | 3.54 |
| 2007-03-31 | 8.07 | $3.68 | 2.19 |
| 2006-12-31 | 6.49 | $-0.35 | 0.00 |
| Sector | Industry | Market Cap | Revenue |
|---|---|---|---|
| Computer and Technology | Computer - Peripherals | $0.184B | $1.556B |
| 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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|---|---|---|---|
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