Compare HITI & IMMR Stocks: Price Trends, ML Decisions, Charts, Trends, Technical Analysis and more.
Current Price
| Metric | HITI | IMMR |
|---|---|---|
| Founded | 2009 | 1993 |
| Country | Canada | United States |
| Employees | N/A | N/A |
| Industry | | Computer peripheral equipment |
| Sector | | Technology |
| Exchange | Nasdaq | Nasdaq |
| Market Cap | 257.8M | 229.4M |
| IPO Year | N/A | 1999 |
| Metric | HITI | IMMR |
|---|---|---|
| Price | $2.92 | $6.92 |
| Analyst Decision | Strong Buy | Strong Buy |
| Analyst Count | 2 | 2 |
| Target Price | $6.13 | ★ $12.25 |
| AVG Volume (30 Days) | 543.5K | ★ 582.3K |
| Earning Date | 01-28-2026 | 12-19-2025 |
| Dividend Yield | N/A | ★ 4.33% |
| EPS Growth | N/A | ★ 57.07 |
| EPS | N/A | ★ 2.04 |
| Revenue | ★ $410,600,094.00 | $163,133,000.00 |
| Revenue This Year | $14.07 | $988.71 |
| Revenue Next Year | $29.67 | $109.72 |
| P/E Ratio | ★ N/A | $3.45 |
| Revenue Growth | 11.18 | ★ 338.21 |
| 52 Week Low | $1.64 | $5.65 |
| 52 Week High | $4.06 | $10.72 |
| Indicator | HITI | IMMR |
|---|---|---|
| Relative Strength Index (RSI) | 58.52 | 54.05 |
| Support Level | $2.56 | $6.83 |
| Resistance Level | $2.71 | $7.14 |
| Average True Range (ATR) | 0.11 | 0.27 |
| MACD | 0.04 | 0.05 |
| Stochastic Oscillator | 85.31 | 73.19 |
High Tide Inc is a downstream-focused retailer of cannabis products, distributor, and seller of smoking accessories and cannabis lifestyle products. It is a vertically integrated company in the Canadian cannabis market with various brands in its portfolio such as Canna Cabana, Fastendr, Queen of Bud, Grasscity, Daily High Club, Famous Brandz, and others. The company's reportable operating segments are; Bricks and mortar which generates maximum revenue, and E-commerce. Geographically, it derives maximum revenue from its business in Canada followed by the United States of America, and other international markets.
Immersion Corp is focused on the creation, design, development, and licensing of haptic technologies that allow people to use its sense of touch more fully as it involves engaging with products and experience the digital world. The company's software focuses on applications in mobile devices, wearables, consumer, and gaming devices markets. It generates revenue from royalty and license fees, and development contract and service fees. Geographically, the company generates a majority of its revenue from Japan, followed by Korea, Germany, United States of America and other countries.