Immersion Corporation

Immersion Corporation (IMMR) Market Cap

Immersion Corporation has a market capitalization of .

No quote data available.

CEO: Eric Brandon Singer

Sector: Technology

Industry: Software - Application

IPO Date: 1999-11-12

Website: https://www.immersion.com

Immersion Corporation (IMMR) - Company Information

Market Cap: -|Sector: Technology

Company Profile

Immersion Corporation, through its affiliated entities, specializes in the innovation, development, and licensing of haptic technologies. These advancements enable individuals to engage with and perceive digital products via their sense of touch across markets in North America, Europe, and Asia. The company's commercial portfolio includes technology, patent, and bundled licensing agreements. Furthermore, Immersion provides comprehensive Software Development Kits (SDKs), which incorporate essential tools, integration software, and effect libraries designed to facilitate the creation, encoding, and playback of nuanced tactile feedback within digital content. Its additional services encompass reference designs, core reference technology, expert engineering and integration assistance, and tailored software and firmware solutions. The company's offerings find application in a wide array of sectors, such as mobile communications, wearable devices, consumer electronics, gaming, virtual reality (VR), and the automotive industry, among others. Established in 1993, Immersion Corporation's main corporate office is situated in Aventura, Florida.

Analyst Sentiment

100%
Strong Buy

From 1 Active Polls

1Y Forecast: $10.00

▲ +0.0% Potential Upside

Consensus Target Metrics

Low Bound

$10

Median

$10

High Bound

$10

Average

$10

Price & Moving Averages

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🎯 Wall Street Analyst Intelligence Report

1-Year structural target targets, chart projections, and sentiment maps.

Average 1Y Target
$10.00
▲ +32.28% Upside
Low Target
$10.00
32% Risk
Median Target
$10.00
32% Mid
High Target
$10.00
32% Max

Consensus Trend Projection

Trailing closures vs. 12-month metrics map.

Analyst Vote Distribution

Aggregate institutional coverage sentiment weights.

Sentiment volume allocation data unavailable.

Historical valuation matrix unavailable.

📘 Full Research Report

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AI-Generated Research: This report is for informational purposes only.

📘 IMMERSION CORP (IMMR) — Investment Overview

🧩 Business Model Overview

Immersion Corp monetizes “tactile intelligence” embedded in consumer and industrial devices. Its technology sits between device platforms (handsets, wearables, controllers, and other touch-driven endpoints) and the haptic actuators inside those devices. In practice, Immersion provides software, reference implementations, and intellectual property (IP) that enable richer haptic effects—such as improved touch feel, vibration patterns, and effects rendering—triggered by apps, games, and user interface interactions. This positions Immersion as a technology/IP layer that device makers and platform ecosystems can license to shorten development cycles and deliver differentiated user experience.

💰 Revenue Streams & Monetisation Model

Immersion’s monetisation model is primarily IP-driven and license/royalty based:
  • Royalty and license revenue: recurring in nature for licensed use of its haptic technologies across device generations and product lines.
  • Platform/device licensing arrangements: payments tied to adoption across specific customer programs or product categories.
  • Professional/support revenue (where applicable): typically smaller than royalty revenue, supporting integration and enablement of technology.
Margin drivers: Software and IP economics generally produce high incremental margins, with operating leverage coming from scaling royalty volume while keeping R&D spend disciplined. The core commercial lever is the breadth and duration of licensed adoption across customers and device families.

🧠 Competitive Advantages & Market Positioning

Immersion’s moat is best described as intangible assets (IP) plus switching costs created by integration into device haptic pipelines and downstream content/app experiences.
  • Intangible assets (patents & proprietary know-how): Its value is not only in software, but in IP coverage that can make licensing a practical necessity for certain haptic capabilities.
  • Switching costs (integration & validation): Once haptic effects are tuned and validated across device hardware/firmware and user experience flows, migrating away can be costly in engineering time, QA effort, and user-experience continuity.
  • Platform embedding: As haptic rendering becomes standardized within device ecosystems, adoption can compound across product lines and developer usage.
Competitive benchmarking (primary rivals): Immersion’s competitive set is best viewed as “experience layer/IP” versus “hardware/actuator and integrated haptics supply.”
  • Goertek (haptic solutions and broader component/system capabilities): focuses more on integrated hardware supply and system-level design, whereas Immersion focuses on software/IP for rendering and enabling haptic experiences.
  • AAC Technologies: primarily an actuator/component and product integration player; Immersion’s competitive advantage is the licensing of haptic technology that can be used with actuator ecosystems.
  • Johnson Electric: hardware and mechatronics orientation; Immersion competes by supplying the haptic effect “logic” and IP layer that device makers can license.

🚀 Multi-Year Growth Drivers

Over a 5–10 year horizon, Immersion’s opportunity is tied to sustained penetration of haptics in user interfaces and a shift toward multi-sensory experiences:
  • Device proliferation with higher sensory expectations: More endpoints (phones, wearables, controllers, AR/VR adjacent devices, and connected products) expand the addressable royalty base.
  • Software-defined user experiences: As interaction design becomes increasingly software-driven, haptic rendering benefits from standardized, reusable IP layers.
  • Gaming and interactive content: Growth in interactive media increases the demand for precise, effect-rich haptics.
  • Touch-centric interfaces: Interfaces that replace physical feedback with touch make haptics more important for perceived product quality and usability.
  • Automotive and industrial adoption (selectively): Emerging use of touch surfaces and infotainment interaction can broaden long-cycle licensing opportunities.

⚠ Risk Factors to Monitor

  • IP and litigation/defense dynamics: Royalty economics depend on the durability and enforceability of IP rights; changes in case outcomes or settlements can alter monetisation.
  • Customer and platform bargaining power: Large OEM/platform participants can pressure royalty rates, bundle licensing, or prioritize alternative technical approaches.
  • Technological substitution: New haptic rendering methods, different actuator architectures, or improved native platform haptics could reduce reliance on Immersion’s specific IP where not covered.
  • Consumer electronics cycle volatility: Demand for device upgrades and volumes influences royalty receipts.
  • Concentration risk: Royalty dependence on a smaller set of high-volume customers can increase earnings variability if adoption slows.

📊 Valuation & Market View

The market typically values IP and royalty-oriented technology businesses using a combination of:
  • P/S (price-to-sales) for revenue visibility and licensing economics, particularly when earnings can be affected by litigation or investment cycles.
  • EV/EBITDA for operating leverage and cash-generation potential from software-like margins.
  • Value driven by royalty durability: the perceived stability of adoption, the breadth of IP coverage, and the likelihood that licensing rates and volumes hold through device generations.
Key valuation drivers are therefore adoption continuity, gross margin resilience, and the outcome of any IP-related developments that affect licensing enforceability.

🔍 Investment Takeaway

Immersion’s long-term thesis rests on monetizing haptic experience IP through licensing and on sticky integration economics that create switching costs for device ecosystems. While consumer electronics cycles and IP dynamics introduce variability, the core business model benefits from the secular trend toward richer haptic user interfaces and from device makers’ practical need for proven technology layers to deliver differentiated tactile experiences.

⚠ AI-generated — informational only. Validate using filings before investing.

📊 AI Financial Analysis

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Earnings Data: Q Ending 2026-04-30

"IMMR reported Q1’26 revenue of $270.0M and net income of $3.73M (EPS $0.11). On a YoY basis (vs Q1’25), revenue increased +20.9% and net income turned positive (from -$5.51M to +$3.73M), indicating an operational and earnings inflection. QoQ (vs Q4’25), revenue declined -47.9% and net income improved from -$10.27M to +$3.73M, though the quarter-to-quarter revenue drop suggests lumpiness in demand or timing of shipments. Profitability was volatile across the last four quarters: gross margin expanded to 27.4% in Q1’26 (from 17.9% in Q4’25), while operating profit margin remained very thin (0.05%) and net margin rose to 1.38% (from -2.0% in Q4’25). Cash flow strengthened meaningfully: operating cash flow (OCF) was $83.8M and free cash flow (FCF) $79.4M, reversing Q4’25’s negative OCF. Balance sheet resilience also improved with cash and short-term investments rising to $197.9M and total equity at $297.2M; total debt/net debt decreased to $222.7M/$66.97M. Shareholder returns: the stock price was $6.45 with 1y_change of -11.52% (no >20% momentum). Dividend yield was ~1.24% in the ratios, with continued dividends paid (~$2.52M in Q1). Total shareholder return thus looks modest/negative from price, partially offset by yield. Analyst valuation context shows consensus target near $10, implying upside from the $6.45 price."

Revenue Growth

Neutral

YoY revenue +20.9% (Q1’26 vs Q1’25), but QoQ revenue fell -47.9% (vs Q4’25), suggesting uneven quarter-to-quarter demand/timing.

Profitability

Positive

Net income inflected to +$3.73M from -$10.27M QoQ and from -$5.51M YoY; gross margin improved to 27.4% from 17.9% QoQ, though operating margin remains near breakeven (0.05%).

Cash Flow Quality

Good

Strong cash generation in Q1’26: OCF $83.8M and FCF $79.4M, reversing Q4’25 negative OCF. Dividends continue, and coverage appears supported by FCF/OCF vs capex.

Leverage & Balance Sheet

Positive

Equity stable/improving at $297.2M; cash and short-term investments increased to $197.9M. Debt/net debt declined to $222.7M/$67.0M, improving resilience.

Shareholder Returns

Fair

1y_change is -11.52% (no strong price momentum). Dividend yield ~1.24% provides partial offset, but total return likely remains pressured by the stock’s negative 1-year performance.

Analyst Sentiment & Valuation

Neutral

Consensus price target ~$10 vs ~$6.45 current suggests upside. Valuation multiples shown are sensitive to recent profitability volatility (P/E ~13.9 in the ratios), but targets remain constructive.

Disclaimer:This analysis is AI-generated for informational purposes only. Accuracy is not guaranteed and this does not constitute financial advice.

Fundamentals Overview

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Management delivered a strong Q2: revenue $11.0M (+94% YoY), GAAP EPS $0.17, and non-GAAP EPS $0.23, alongside a 23% YoY drop in GAAP OpEx to $5.2M. However, the Q&A pressure revealed why the quarter may not extend cleanly into Q3. Instead of confident sequential upside, the company said it “may not” continue to beat Q2 performance sequentially due to Delta variant uncertainty and supply chain issues hitting licensees. On costs, management indicated Q2 ran below the prior non-GAAP OpEx framework ($17M-$19M), and they do not expect a big OpEx step-up next quarter, though longer-term costs could return to that range. Business momentum is real (Stanley expansion; TITAN channel deal; ASUS renewal; Peloton license; MPEG haptics standards work), but near-term adoption timing—especially TITAN’s actuator technology—limits visibility. Net: strong fundamentals, cautious forward trajectory.

AI IconGrowth Catalysts

  • Automotive: expanded license agreement with Stanley to cover automotive touch products
  • Gaming: PlayStation 5 momentum (DualSense benchmark) supporting advanced haptics/VR use-cases
  • Mobile: channel expansion via TITAN Haptics for tightened actuators and mobile/wearable OEM adoption
  • ASUS multi-year renewal of TouchSense software/technology license for ROG mobile products
  • Peloton executed a technology license in Q2, with Immersion providing engineering services

Business Development

  • Stanley (expanded automotive haptics license; touch-based automotive products)
  • Existing Automotive Tier 1 base referenced: Faurecia, Alps Alpine, Continental
  • Sony Interactive Entertainment (PlayStation 5 + DualSense; also VR controller haptics referenced)
  • TITAN Haptics (new China-focused channel partnership for haptic IP availability)
  • ASUS (multi-year renewal license for TouchSense)
  • Peloton (technology license; engineering services for new product development)

AI IconFinancial Highlights

  • Revenue: $11.0M in Q2 2021 (+94% YoY vs. $5.7M in Q2 2020)
  • Revenue drivers: per-unit royalty revenue +$4.8M (+111% YoY) driven by increased volume from mobility and gaming licensees; fixed-fee license revenue +$0.5M YoY due to fixed fee payments from new/existing automotive licensees
  • Revenue mix shift: recurring revenue 91% of total vs. 98% in Q2 2020
  • Gross profit: $11.0M vs. $5.6M prior year quarter
  • Operating expense: GAAP OpEx down 23% YoY to $5.2M (down $1.5M), including $0.5M lower litigation/patent/legal costs, $0.4M lower professional services, $0.4M lower facilities, $0.2M lower other expenses
  • GAAP net income: $5.3M, or $0.17 diluted EPS (vs. GAAP net loss of $0.7M, or -$0.03 diluted EPS in Q2 2020)
  • Non-GAAP net income: $7.2M, or $0.23 diluted EPS (vs. $0.8M, or $0.03 diluted EPS in Q2 2020)
  • Q3/sequential risk noted: management may not continue beating Q2 on a sequential basis due to Delta variant impact and supply chain issues on licensees

AI IconCapital Funding

  • Cash & cash equivalents: $107.3M as of June 30, 2021 (up $47.8M from $59.5M at Dec 31, 2020)

AI IconStrategy & Ops

  • Cost discipline: operating expenses guidance referenced as non-GAAP OpEx sustainably within $17M-$19M; Q2 run-rate below prior guidance; not expecting significant increase next quarter given COVID resurfacing/related factors
  • Longer-term non-GAAP OpEx range reiterated: could be $17M-$19M (as previously guided)
  • Channel licensing: TITAN partnership designed to expand China licensing program; adoption of TITAN’s new actuator technology may take time
  • Standards effort: MPEG approved a call for proposals for coding of haptic effects; multiple candidate proposals submitted and under evaluation

AI IconMarket Outlook

  • Fiscal 2021: management reiterated on-track for double-digit percent YoY revenue growth in Automotive and Gaming
  • Near-term (Q3) outlook: not guiding for Q3; Q3 sequential growth may not match typical seasonality/outperformance vs Q2 due to Delta variant and licensee supply chain headwinds

AI IconRisks & Headwinds

  • COVID Delta variant uncertainty: management explicitly cited uncertainty that may limit further sequential quarterly revenue increases
  • Supply chain issues impacting licensees: cited as a tougher headwind for future quarters
  • Seasonality caveat: although Q3 is typically strong, management said Q3 may not beat accordingly on a sequential basis given current conditions
  • TITAN adoption lag: management could not quantify near-term impact; potential growth depends on time for technology adoption

Sentiment: MIXED

Note: This summary was synthesized by AI from the IMMR Q2 2021 earnings transcript. Financial data is complex; please verify all metrics against official SEC filings before making investment decisions.

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© 2026 Stock Market Info — Immersion Corporation (IMMR) Financial Profile