Immersion Corporation (NASDAQ:IMMR), the leader in developing and licensing touch feedback technology ( http://www.immersion.com/corporate/), today reported financial results for the fourth quarter and year ended December 31, 2011.
Total revenues for the fourth quarter of 2011 were $7.7 million, an increase of 20% as compared to $6.4 million for the fourth quarter of 2010. Royalty and license revenues totaled $6.8 million for the fourth quarter of 2011, an increase of 26% as compared to $5.4 million for the same period last year. Net loss for the fourth quarter of 2011 was $(270,000), or $(0.01) per share. This compares to net loss of $(2.3) million or $(0.08) per share, for the fourth quarter of 2010. Adjusted EBITDA for the fourth quarter of 2011 was $1.9 million, as compared to $(144,000) in the fourth quarter of 2010.
Revenues for fiscal 2011 were $30.6 million, as compared to $31.1 million for fiscal 2010. Revenues for the twelve months ended December 31, 2010 included product revenues of approximately $4 million in the medical line of business primarily related to product lines that were transferred to CAE, one of the company’s medical licensees, as well as revenue of approximately $1 million primarily from the Gaming line of business related to true ups of royalty reports. Royalty and license revenue for fiscal 2011 totaled $26.9 million, an increase of 16% over $23.3 million for fiscal 2010. Net loss for fiscal 2011 was $(1.6) million, or $(0.06) per share as compared to net loss of $(5.9) million, or $(0.21) per share, for fiscal 2010. Adjusted EBITDA for fiscal 2011 was $6.0 million, an increase of $3.4 million over $2.6 million in fiscal 2010.
“2011 was a productive year for Immersion as we successfully transitioned to a scalable licensing model, with royalty and licensing revenues growing 16% year-over-year and reaching 88% of total revenues,” said Immersion CEO Victor Viegas. “Our Integrator product for OEMs and our SDK for third party developers has been well-received, culminating in the recent launch of the first high-definition haptic device, as well as growing momentum for the design of haptic effects within mobile applications. During the year we enjoyed a broadening of our patent portfolio, while also seeing haptics achieve more widespread adoption in the mobile market. In addition to working to deliver compelling new solutions to customers, we are intently focused on monetizing and protecting our IP relative to the implementation of basic haptics within touchscreens and recently filed a complaint for patent infringement against Motorola Mobility with the ITC.”
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