How to Explain sales revenue minus variable expenses equals to a Five-Year-Old

The following chart is from the last year our website was in production.

As you can see our sales revenue was less than $14,000 (and we’re on track to make $16,000 this year) and a few months of variable expenses to run the business. That’s right. $16,000 is less than we made in a year.

This is because we only had 13 employees in 2010 and we were losing money. So we were forced to cut people and we lost 6 people in the year and we lost 6 more in the year. We lost our last two employees this year because they couldn’t handle the stress of being a small business.

This is a rough comparison. It’s a comparison that can be made in any industry, but in the healthcare industry, the numbers are even worse than they are in gaming. You look at the revenue you make per employee, and what that looks like to you in a year. The number you make per employee is actually a fraction of the total cost of running a business. In gaming, this number is much higher in comparison to the industry average.

In health care, the numbers you make are actually far better than the industry average. In healthcare, the average number of employees is a fraction of the total cost of operating a business.

Sales revenue is an important metric for marketing effectiveness. The revenue you make per employee is an important metric for marketing effectiveness. It tells you how much your sales are going to grow. In gaming, you will see a lot of sales revenue by the time a game starts.

You can usually find a good number in the first few days of a game’s life. It tells you how well your game is doing. Most gamers don’t realize there is a better number, especially as they get more active in their gaming habits.

It is also a good metric for measuring how well a game is doing. But it is far from a perfect metric for measuring a game’s success.

I think the most important part of metrics is when they are adjusted for actual player experience. When you have a game that is being played by real people, you can get a much better idea of how successful your game is.

When you adjust for player experience, the final number is a good one to use, but you have to do it based on actual player experience. So you need to make sure a player is playing your game at the moment you measure it to be a success. I think the best metric is usually the revenue share, which is the actual amount of money that goes back into a game.

Leave a comment