IMMR
Immersion Corporation
IMMR
7.20USD
-1.37%
Oct 31, 2026
Price
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Price Action
No clear price read
Longer-term context reads early trend, with a near-term setup of daily advance.
EntryBreakout + retest
Price broke through the weekly SMA200, then retested it constructively and recovered — a fresh structural entry rather than a chase.
Key Financials
- Market Cap
- $239.1M
- Avg Volume (60D)
- 391.9K
- Revenue Growth YoY
- +11.2%
- Gross Margin
- +21.5%
- Operating Margin
- +1.9%
- Free Cash Flow Yield
- +25.6%
- Distance from 200DMA
- +9.6%
- Next Earnings
- 2026-12-15
- P/E
- 23.1x
60 sessions
FY2026 vs FY2025
Trailing twelve months
Market metrics as of Oct 30, 2026
Financial results for the period ended Jul 31, 2026
Filed balance-sheet data as of Jul 31, 2026
Fundamentals & Valuation
All three valuation perspectives agree this company is cheap.
Immersion Corporation has a Cheap valuation stance because current market expectations look undemanding relative to the cash the business actually produces. It trades at a 25.6% free-cash-flow yield, which the underlying economics comfortably support.
Company Research
Thesis
Immersion's haptics segment licenses patents, software, and design know-how to device makers and component partners. Separately, the consolidated company controls Barnes & Noble Education, a campus-bookstore and course-materials business that is not meaningfully tied to the haptics narrative.
Opportunity
Limited opportunity
Adoption of tactile-feedback hardware, control software, and intellectual property that makes digital interfaces more intuitive and immersive across gaming, mobile devices, wearables, automotive controls, XR, and specialized equipment.
Key risk
Dependence on licensing agreements for revenue.
Economic classification
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Business & Markets
Technology · Software - Application
What they do
Immersion Corporation develops and licenses patented haptic technology that enables user touch feedback on digital devices, operating through its Immersion segment and Barnes & Noble Education segment.
How it earns
The company generates revenue primarily through licensing its intellectual property and sales of educational content and merchandise.
Products & services
Haptic technology software and tools
Educational content and textbooks
Customers & end markets
Technology device manufacturers
Educational institutions and students
Market position
Niche player specializing in patented haptic feedback technology and educational content distribution.
Demand drivers
Medium cyclicality
Demand for technology licensing and educational products can fluctuate with consumer electronics cycles and academic calendars.