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10/27/2008 21:00:42   
Argeus the Paladin
Member

AQ-COUNTING, AN INTRODUCTION
Original Version, "Accounting an Introduction", 3rd Edition, 2008
by Atrill, McLaney, Harvey and Jenner, Pearson Prentice Hall.
Adapted by Argeus the Paladin, Battleon Forums



Chapter 1
Introduction to AQ-counting


A/ Nature and role of AQ-counting

AQ-counting is concerned with the collection, analysis and communication of AQ-related economic information, which can be used as a tool for decision making, planning and control. This means that AQ-counting is relevant to the people who make direct decision relating to an AQ account, but keep in mind that he is by no means the sole user of this information.

Like traditional accounting, AQ-counting fulfils two distinct roles, a “stewardship” role and a “decision usefulness” role. The “Stewardship” role signifies the role of AQ-counting in defining the status of transaction during a particular period of time. Did Zeruel purchase a Golden Plate during the 2006-2007 fiscal year? If so, how is this shown in the balance statements and income statement of his character? How is his cash flow changed by the purchase and depreciation hereafter of the aforementioned? That is all what the “stewardship” role is about.

However, AQ-counting’s secondary role is slowly becoming more and more important, as a mechanism to assist a wide range of users in making informed choices about the allocation of scarce resources, as well as other administrative and predictive decisions. For the player, accurately assessing the state of his financial performance in the past fiscal month would help him decide whether the purchase of a Reignbringer in the next fiscal month is financially risky, and decide the best alternative giving sufficient weighing to his current financial position. For the administrator, AQ-counting also helps with crucial matters. Has a person hacked or cheated? Or is he overfarming his AQ character? All can be shown via examination of the said character’s financial statements, and discover any coherence, logic, or lack thereof.

In relation to a particular player, there may be various groups who are likely to have an interest in his financial health:

- Owner.
- Competitors.
- Admirers, fans and their representatives.
- Game and player analysts.
- AQ administrators.

In a way, AQ-counting could be viewed as a self-service. An AQ-countant would provide financial information in view of his best interest in the game, or supply it to any of the above parties for many reasons ranging from bragging rights to proof against a cheater/hacker. In order to meet the needs of users, AQ-counting information should possess certain key characteristics:

- Relevance. This means that AQ-counting information should have the ability to influence the decision in question. If an admin asks for proof against a hacker, the proof must be named. If you would like to justify the purchase of a Reign Plate, the right financial background should support it.

- Reliability. AQ-counting information should be free from any material error or bias.

- Comparability. Items which are comparably similar in the AQ universe should be treated in the same manner for presentation and measurement purposes. For example, in terms of player, a Nemesis Plate and a Shadow Cloak are two different things, but in AQ-counting, they are held similar for comparative purposes.

- Understandability. AQ-counting reports should be expressed as clearly as possible and should be understood by those at whom the information is aimed. This means, you write it, you read it, and you must understand what it is for and how.

B/ Decision making and planning for the AQ player

It is vitally important that players plan the future of their characters. Whatever your objective, it is unlikely to be successful unless you have clear in your mind what you want to do, and what your plans are, and deriving your decision-making from these plans.

Planning is often broken down into three stages.

a) Setting the objective or mission of the player. Basically, that is what you, as the player, are trying to achieve. Objectives tend to be framed in broad, general, non-numeric terms, and once set, is likely to stay for the duration of the character’s life. In contrary to a business’ objective, AQ objectives can be just as vague as “I shall become the Master Heliomancer of Lore!” or as ambitious as, “I shall be wealthier than Zeruel one day!”, or just simply, “Bragging rights on the AQ GGD for <insert your name here>!”

Most often, those objectives are far from financial. Therefore, any decision is more likely to be the result of the homo economicus model of the player’s mind to fulfill the above objectives in the shortest time possible.

b) Setting long-term plans. These are plans setting out how the player account will work towards the achievement of the objectives over a set period, for example, from Snugglefest to Mogloween. They are likely to deal with matters such as:

- Type of character builds to be followed.
- Amounts and sources of finance needed to be raised by the player, both in-game and in real life.
- Capital investment decisions. The AQ FAQ “What uber set should I buy” falls in this category.
- Sources of raw material i.e. farming spots.
- Labor requirement i.e. farming time requirement.

These plans shall lay the foundation to any short-term plan that the player would make. Long term plans tend to be stated in numerical form.

c) Setting detailed short-term plans or budgets.

What are budgets? They are financial plans for the short term, typically one month or the holiday season. They are likely to be expressed mainly in financial terms, and their role is to convert the long-term plans into actionable blueprints for the immediate future. Budgets usually define precise targets in areas as:
- Cash farmed and payment.
- Monsters farmable, broken down into expected amounts for each type the player is able to farm.
- Detailed inventory requirement and purchasable.
- Detailed farming requirement in terms of real-time days.

However, it must be emphasized that the role of AQ-counting is strictly non-planning and non-decision making. However, most of the planning will be expressed in financial terms and most of the data for decision making are of AQ-counting nature. A reasonable player with the right amount of AQ-counting information could, therefore, always afford to take the best action for the benefit of his character with a view to achieving the above objectives.

C/ The Main Financial Reports – An Overview

The main financial reports are designed to provide a picture of the overall financial position and performance of the business. In order to provide this overall picture, the AQ-countant will, normally, provide four main financial reports on a recurring basis. They should answer the following questions:

- What cash movement took place over a particular period?
- How much did wealth increase (or decrease) over a particular period as a result of farming and other activities?
- What is the financial position of the player at the end of a particular period?

These questions are answered by the three financial reports, each one addressing one question. They are:

- The Cash Flow Statement.
- The Income Statement
- The Balance Sheet, including the statement of changes in player’s equity for the period.

Taken together, they provide an overall picture of the financial health of the business. In the following chapter, we will examine the first of the three financial reports, that which is concerned with establishing financial position- the Balance Sheet.


******

DF  Post #: 1
10/28/2008 1:02:07   
Argeus the Paladin
Member

Chapter 2
Measuring and Reporting Financial Position


A/ Nature and Purpose of the Balance Sheet

The purpose of this first statement is to set out the financial position of a business at a particular moment in time. This has generally been known as the Balance Sheet. It represents a summary of the information provided in the player account, and is effectively a listing of the balances in all of the detailed accounts, hence the name. The balance sheet sets out the assets of the player on one hand, and the claims against him on the other. The definition of the key terms are as followed.

1) Assets

An asset, for AQ-counting purposes, is essentially a resource which has certain characteristics held by the player with a view to expanding wealth and/or experience level. Those characteristics are as followed:

- An expected future economic benefit. This means that the item is expected to have some future monetary value, which could arise from whether its use in farming or from the sale of such item. Thusly, an obsolete Flame Sword is still considered an asset to a Level 130 giant, because it still has some residual value and can be sold to Warlic/Hans for money.

- The player has an exclusive right to control the benefit. This is always true in the case of AQ, an MSORPG. A player’s possessions are always exclusively his to control and benefit from.

- The benefit must arise from some past transaction or event. This means that, if you are buying a Golden Plate tomorrow, then today it is not an asset. But the day after tomorrow, it will be an asset.

- The asset must be capable of reliable measurement in monetary terms. Unless the item can be measured in monetary terms with a reasonable degree of reliability, the item shall not be regarded as an asset on the balance sheet. For example, Zeruel’s skill as an AQ player does not appear on his balance sheet.

2) Liabilities

Liabilities represent the claims of a third party against the assets of an entity, which have arisen from past transactions or events.

In the AQ environment, there are only two known types of liability, that of Z-Tokens and Guardian / X-Guardianship. These liabilities come as a parent-funded, long-term, non-refundable debenture, in terms of real-life dollar, to buy the in-game special currency or a premium in-game benefit. In a strictly AQ-counting sense, the parent or legal guardian of the player is holding a claim against the player, on the basis of moral behavior related to such things as future academic achievement or similar goals. The claim varies in terms and condition from player to player, depending solely on their legal guardians.

3) Player’s Equity

In a traditional accounting term, the Owner’s Equity is the claim of the owner of a business against the business itself. However, as AQ is an RPG, which means, in a sense, the player and the business concerned, the player account, is one and only one, the term Player’s Equity is suggested, and covers everything the player character owns apart from those gained because of liabilities, as described above. However, in a strictly AQ-counting sense, the above amount is still known as “the claim of the AQ player against his AQ character”.

Now that we have addressed the three main aspects of the Balance Sheet, the question now is, how do they inter-relate? If a business wishes to acquire assets, it must find the financing from somewhere. The major sites are loans from outside parties, farming spots, or both.

Let us consider a small example.

quote:

An AQ player, ZEROtheLORD, opened an AQ account on 1 March to commence playing, with 4500 gold as capital. Let us assume that the cash is supplied by AE, LLC, which is then transferred directly into the Player’s Equity (1500 G) and an outside party, ZEROtheLORD’s mother, in terms of Z-token purchase exchanged into gold (3000 G). The raising of the funds in this way will give rise to a claim against the character by both the player and the outside party. If a balance sheet of ZEROtheLORD is prepared following the above opening, the assets, liabilities and player’s equity will appear as followed:

quote:

Assets:

- Cash: 4500G

Total assets: 4500 G

Liabilities:

- Z-token debenture: 3000 G

Total Liabilities: 3000 G

Player’s Equity:

- Player’s Equity: 1500 G.

Total Player’s Equity: 1500 G

Total Player’s Equity and Liabilities: 4500 G


From the above, the total claims are the same as the total assets. Thusly: Assets = Player’s Equity + Liabilities. Now assume that on 2 March, ZEROtheLORD went on and purchases a Hurricane Blade for 100 G and an Ice Plate for 100 G of his cash, after farming for 500 G . His balance sheet on the 2nd looks like this:

quote:

Assets:

- Cash: 4800G
- Inventory: 200 G

Total assets: 5000 G

Liabilities:

- Z-token debenture: 3000 G

Total Liabilities: 3000 G

Player’s Equity:

- Retained Profit: 500 G
- Player’s Equity Reserved: 1500 G

Total Player’s Equity: 2000 G

Total Player’s Equity and Liabilities: 5000 G


As you can see, the above equation still hold true, and it will still hold true in any situation. This is because the equation is based on the fact that , if the player would want to acquire assets, he must raise funds equal to the cost of those assets. These funds must be provided by a source, which would shows up in the respective slot in the balance sheet. Hence, the total cost of assets will always equal the total player’s equity plus liabilities.


B/ Classification of Assets, Liabilities and Player’s Equity

1) Assets: Assets, based on the time expected to hld tem, are classified into two categories:

- Current Assets are assets which are not held on a continuing basis. In short, they are assets that the player would expect to be consumed or converted back to cash within the next 100000 points of experience. In standard accounting, current assets would include materials held within the business’ operating cycle, but in AQ-counting, as the lack of a trading/manufacturing institution is obvious, current assets would only include:

+ Houses and estates (only if the player would like to make Z-tokens from them)
+ Robina Hood’s gem collection (Duma Sunstone, and its kins)
+ Gold.
+ Z- Tokens.

- Non-current Assets are held for an expected long period of time, with the intention of being used to generate wealth rather than held for resale, although, of course, they may be sold once there is no further use for the asset. Therefore, they can be seen as the staple set of inventory for the said character. The minimum period a non-current asset is expected to be held is 100000 points of experience.

2) Liabilities. Although there are only two main types of liabilities, based on their real-life terms and conditions by the lenders, are further divided into two groups:

- Current Liabilities represent amounts that would result in an immediate promise of commitment from the player. For example, if a player is granted $100 in real life money to upgrade his character and purchase Z-tokens, with the promise of achieving, for example, 4 ‘A’s in the ongoing semester, the liability is considered current.

- Non-current Liabilities represent amounts that would not result in such an immediate promise, or one that required no binding promise on behalf of the player. For example, if the above player is granted $100 for the same purpose, but as a reward for having achieved 4 ‘A’s in the last semester, or as a birthday present, the liability is considered non-current.

3) Player’s Equity. Can be sorted into two categories:

- Player’s Real Life Equity is the gold measurement of the Z-tokens the player purchased with their own real-life money.
- Player’s Equity Reserves is the stake the player has in the character independent of real life financing.

C/ Factors influencing the form and content of the balance sheet

There has yet to be any professional and statutory standards for AQ-counting, therefore, at this moment, the only factor influencing the form and content of a AQ balance sheet is the most important conventions among the collection of traditional, standard accounting conventions, namely:

- Character Entity convention. This means that, even the game is an RPG, the player is not the same as the character they role-play, and is treated as a separate entity in the financial reports, for AQ-counting purposes.

- Money Measurement convention. AQ-counting deals ONLY with terms that can be expressed relatively well in monetary terms.

- Historic Cost convention. All assets are shown at a value that is based on their acquisition cost or its equivalent. To offset the inaccuracy caused by the lower selling price of most assets, the system of depreciation (see chapter 3) is used.

- Going Concern convention. This convention states that, in the foreseeable future, the player in question shall not discontinue playing/delete/otherwise cause fatal damage to his account, and that the player will continue playing at the same pace in the foreseeable future.

- Dual Aspect convention. This states that each transaction has two aspects, both of which will affect the balance sheet. For example, when a player character kills a Demon Knight, his assets and player’s equity each increases by 200 G. When a player character purchases a Golden Axe, one of his assets (cash) goes down by 550000 G, while another asset (Golden Axe) goes up by the same amount.

- Stable Monetary Unit convention. This holds that Artix Entertainment, LLC. and all the people in charge of the company’s programming, including but not limited to Captain Rhubarb, Kalanyr, Chii, and Artix himself, would not, in the foreseeable future, change the value of the Gold or Z-Token currencies or their exchange rate over time.

- Gold Basis convention: All assets are to be valued by gold. Anything that costs Z-Tokens shall be priced according to the gold-Z-tokens exchange rate of 200 Z = 3000 gold. Any purchase by real-life dollars is to be converted into Z-tokens, and then back to gold.

- Training value convention. This convention states that the value of cash spent on training the player’s stats will be valued as a stable, non-refundable, non-current asset for evaluation.

D/ How to interpret an AQ Balance Sheet

From the balance sheet of a particular AQ character, the following can be deduced.

- The liquidity of the character. This is the ability of the player to re-equip the character with more suitable equipment from his liquid current assets, namely cash and Z-token. Liquidity is particularly important because the efficiency of farming in particular key levels depends a great deal on the type of equipment that the character has. Without good liquidity, the character runs a high risk of devaluation.

- The “mix” of assets held by the player character. Too much of either kind would not bid well for the player concerned. Players with too much of their funds tied up in non-current assets run a high risk of devaluation, while players with too much current assets could mean that they are not investing as much as the norm, and could mean obsoleteness.

- The financial structure of the character. The relative proportion of total finance contributed by the player himself and outside parties (namely, his parents/legal guardians) can be calculated to see whether the character is heavily dependent on outside financing. Heavy borrowing from legal guardians in terms of real money, though could greatly power up the character, would be an unstable method of growing the character, and may prove the player’s inability to properly farm, as well as imposing further demands from the outside parties for the player to make real-life commitments. Note that funds raised by the character by means of farming do not impose such obligations.

E/ An Exemplary AQ Balance Sheet.

quote:

Sierra_Nocturne, Level 90 Paladin
Balance Sheet as at 30 April 2008


Current Assets
Gold: 220000
Gold-equivalent Z-Tokens: 30000
Gemstone Inventory: 230000
Tiki Hut (1): 30000
Total Current Assets: 510000

Non-current Assets (2)
Spell Inventory: 630000
Weapons Inventory (3): 610000
Shield Inventory (3): 400000
Other Equipment and Pets Inventory: 120000
Armors Inventory (3): 300000
Uber Inventory: 5500000
Skill Training Inventory: 450000
X-Guardianship Equivalent (4): 120000
Total Non-current Assets: 8130000

Total Assets: 8640000

Current Liabilities
Z-Tokens equivalent: 450000
Total Current Liabilities: 450000

Non-Current Liabilities
Z- Token Equivalent: 1200000
X-Guardianship equivalent (4): 120000
Total Non-current Liabilities: 240000

Total Liabilities: 690000

Player’s Equity
Player’s Real Life Equity: 1350000
Player’s Equity Reserved: 6600000

Total Player’s Equity: 7950000

Total Liabilities and Player’s Equity: 8640000

Notes:
(1) Tiki Hut is to be sold within a month for Z-tokens.
(2) Including valued Z-token purchases.
(3) Excluding uber purchases.
(4) Valued according to the Gold Basis convention.


DF  Post #: 2
11/2/2008 20:14:56   
Argeus the Paladin
Member

Chapter 3
Measuring and reporting financial performance


A/ The Income Statement

As useful as the balance Sheet is, usually it is not enough for the parties involved to get the correct picture of the player in question. One of the two primary reasons why a player character exist is to garner wealth, and the profit that the player character makes during a particular period is usually the matter in question for many users of the financial reports. The profit for a player in a particular period is measured by the difference between his or her incomes and his or her expenses during the same period.

1) Income.

Income is defined as a measure of the inflows of assets that arises as a result of farming or other activities. Income is comprised of both revenues and gains. Revenues represent the gross inflow of economic benefit resulting from the player’s in-game operating activities, which are, mostly, farming. Gains represent the net inflows from that player’s non-operating activities, both in-game and in real life, such as estate, investment, gem investment, or real life Z-token purchase.

2) Expenses

An expense represents the outflow of assets which is incurred as a result of generating income. In AQ, the main type of expenses is capital purchase (i.e. purchasing of weapons, armors, pets and other equipment) and depreciation, although various others may take form.

The income statement for a period simply shows the total income generated during a particular period and deducts from this the total expenses incurred in generating that income. The difference between the total income and total expenses will represent either profit or loss. Thusly, we have:

quote:

Profit (loss) for the period = Total income – Total expenses


B/ Relationship between the Income Statement and the balance Sheet

The two statements serve two distinctive functions in assessing the financial performance of a character. The balance sheet occurs at a single point in time, is effectively a “snapshot” of the total wealth owned by the player, and is the main ground for establishing any bragging rights. On the other hand, the income statement is concerned with how well the player generates wealth over a period of time, and can be viewed as linking the balance sheets at the beginning and the end of a period in question. Therefore, let AB, LB and PEB be the assets, liabilities and player’s equity at the beginning of a particular period, in the beginning of the period the balance sheet would show:

quote:

AB = PEB + LB


After the period, an income statement shall be prepared to show the wealth generated throughout the period. Let IP and EP be the income and expense for the player during the said period, we have:

quote:

Profit (loss) = IP – EP


At the end of the period, a revised balance sheet will be prepared, incorporating the changes in wealth taken place during the period as shown in the balance sheet, including adjustments reflecting the said amount of profit and loss. In that way, let AE, LE and PEE be the assets, liabilities and player’s equity at the end of the period, we have:

quote:

AE = PEB + LB + Profit/Loss + Other PE adjustments


This equation can be further extended to:

quote:

AE = PEB + LB + IP –EP + Other PE adjustments


As a result of the relationship between the balance sheet and the income statement as shown above, it is possible to calculate profit and loss for a period by adjusting the changes in net assets for the period by offering changes in players’ equity during the period. In that way:

quote:

Profit(loss) = IP – AP = AE - AB + LB – LE + PE adjustments


C/ Format of the Income Statement

In AQ-counting, considering the simple nature of income and expenses (there are only two viable sources of income, that of player’s farming, player’s real life contribution and investment, as well as two sources of viable expenses, that of purchasing equipment and depreciation. Also, Artix Entertainment does not levy any type of known tax on the player, and there are no further liability-related costs within the realms of the game) there are two possible formats of the income statement.

1) Simple reports. These list incomes and expenses in alphabetic or magnitude order. For example:

quote:

Sierra Nocturne, Level 90 Paladin
Income Statement for the month ended 30 April 2008


Income:

Farming: 1209500
Tiki Hut est. Interest: 6000
Other Interests: 13400
Lesser Uber Reselling: 320000
Total income: 1687400

Expenses:

Farming Costs: 11500
Uber Sets purchase: 1300000
New Pets purchase: 160000
Depreciation Ubers: 10000
Depreciation Others: 25000
Total Expenses: 1501500

Period profit: 47400

All figures are estimated based on the Gold Basis Convention.


2) Classified Reports. These categorize the player’s incomes and expenditure into mini-categories to reflect the nature of the earnings and spending.

Note that in this type of reports, there are two types of profits:

- Gross Profit is the difference between the farming revenue and the expenses needed to farm. Normally, in the most cases, gross profit equals farming revenue, because there is no gold-related cost associated with farming. However, in some cases, when the player encounter monsters that takes away money from the character, the gold lost is recognized as Cost of Farming.
- Net Profit is the “book value” profit, the difference between gross profit and all other recognized expenses. It is the Net Profit that goes down into the record as the total increment (or loss) of wealth during the period.

The example below continues evaluating the example of the player character Sierra Nocturne:

quote:

Sierra Nocturne, Level 90 Paladin
Income Statement for the month ended 30 April 2008


Farming: 1209500
Less Cost of Farming: 11500
Equals Gross Profit: 1198000

Other Revenues:
- Interest from gem investments: 2400
- Interest from real estate: 6000
- Lesser Uber residual value: 320000
- Other Residual values: 11000

Total Income: 1687400

Less Expenses:
- Equipment purchases:
+ Uber Sets: 1300000
+ Pets: 160000
- Monthly Depreciation:
+ Uber Sets Depreciation: 10000
+ Other Depreciations: 25000

Total Expenses: 1490000

Equals Net Profit: 47400

All figures are estimated based on the Gold Basis Convention.


D/ Profit measurement and the calculation of depreciation

1) Depreciation:

As a matter of fact, equipment does not have perpetual existence. All too often, AQ players find themselves buying equipment on impulse, or those that would only serve a certain level range. They would then need to be resold at a deflated price. In terms of AQ-counting, the difference between purchasing price and selling price is considered to be the sum of wealth “used up” to generate income for the player character.

Therefore, depreciation is considered an attempt to measure the cost of the future economic benefits of an item of property. As the actual consumption rate of an item is effectively zero, which means, however many monster you fight, the quality of the item remains unchanged, we normally refer to the measurement of the “consumption” of such equipment “allocation of cost”. Thusly, the depreciation charge is considered to be an expense of the period that it relates to.

To calculate the cost of depreciation, four factors have to be considered:

1) The cost of the asset:

Simply the book purchase value of the equipment. Because of a lack of logistics costs in AQ, the costs incurred by the player to bring the assets to use is considered zero in the most cases.

2) The useful life of the assets:

Because the physical life of an AQ piece of equipment is considered to be infinite, the economic i.e. useful life of the asset is always shorter than the physical life. The question to be answered here is, how long the player intends to keep the Scion Plate / Valor Point / Rast Axe etc.

3) Estimated residual value (Disposal/salvage value)

The items bought in AQ are always sold for a price greater than zero and smaller than its original cost, save for investings, which we shall not cover here. This payment is called the residual value of the assets. Unlike real life accounting, AQ-counting residual values of any set object is a set value that will likely not change over time.

4) Depreciation method.

There are two major methods of depreciation measurement:

a) Straight-line method. This method simply allocates the amount to be depreciated equally over each week/month/year of the useful life of the asset. A simple example is, for example, a player character A purchases a Golden Plate, and expects to use it for two months before discarding the AuP in favor of Asgardian. We have:

quote:

Cost of asset: 750000
Residual value at end of useful life: 600000
Estimated useful life: 2 months.

Total depreciation equals cost of asset less residual value, which is 750000 – 600000 = 150000. Having done this, the monthly depreciation charge can be derived by dividing the amount to be depreciated by the estimated useful life in months. The calculation is therefore, 150000/2 = 75000.

Thus, the monthly depreciation expense which appears in A’s income statement in relation to this asset will be 30000 each month for each of the five months of its life.


b) Reducing Balance method. This method applies a fixed percentage rate of depreciation to the written down value of the asset each week/month/year. The effect will be higher depreciation charges in the early weeks/months/years and lower charges in the later weeks/months/years.

The percentage rate of depreciation to be applied requires the following formulae:

quote:

P = (1- n-rt(R/C)) * 100%
Where P = depreciation percentage, n = useful life of assets, R = residual value of asset, and C = original cost of asset.


Consider the example of Character A above:

quote:

Cost of asset: 750000
Residual value at end of useful life: 600000
Estimated useful life: 2 months

Apply the above formula, the monthly depreciation percentage for A’s AuP is:

P = (1 – n-rt(R/C)) *100%
= (1- sqrt(600000/750000)) * 100%
= (1 – 0.8944) * 100%
= 10.56%

In details, the depreciation cost per month is for each month since purchase is:

Month 1: 750000 * 10.56% = 79200
Month 2: (750000 – 79200) * 10.56 = 70800

Total: 150000

This shows that monthly depreciation calculated using either method will total exactly the expected total depreciation over the useful file.


E/ Interpreting the Income Statement

When an income statement is presented to users it is sometimes the case that only the “bottom line” i.e. the net profit figure would be considered. Although the net profit is the primary measure of performance, the income statement contains other information that should also be of interest. Misinterpretations may happen if only the net profit is considered, for example, in the following income statement:

quote:

Sierra Nocturne, Level 90 Paladin
Income Statement for the month ended 30 April 2008

Farming: 1209500
Less Cost of Farming: 11500
Equals Gross Profit: 1198000

Other Revenues:
- Interest from gem investments: 2400
- Interest from real estate: 6000
- Lesser Uber residual value: 320000
- Other Residual values: 11000

Total Income: 1687400

Less Expenses:
- Equipment purchases:
+ Asgardian Set: 2300000
+ Pets: 160000
- Monthly Depreciation:
+ Uber Sets Depreciation: 10000
+ Other Depreciations: 25000

Total Expenses: 2495000

Equals Net Profit: - 807600

All figures are estimated based on the Gold Basis Convention.


Here, apparently Sierra has made a loss during the aforementioned month, but the reason is because of the purchase of the ultimate item- Asgardian Plate and Mjollnir, that which would be an important investment for the later periods. Therefore, jumping to the conclusion that Sierra Nocturne has had a bad month is not very persuasive in this case.
DF  Post #: 3
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