Although these ran late last week on big sister site Gamasutra, I particularly wanted to call attention to our resident statistician Matt Matthews' excellent take on the finances of GameStop, the world's biggest specialty retail game publisher.

GameStop is incredibly important as a market, even as digital downloads start to take a hold in the game industry.

So it's great that Matthews was able to go through multiple years of SEC filings and data and synthesize a set of really compelling data on what makes the retail giant as large - and unique - as it is, for better or worse:

- Part 1, in which "...we begin with a detailed view of GameStop's annual revenue, gross profit, and gross profit margins", and reveals, among other things, that " the last year, GameStop accounted for roughly 21 percent of the new hardware and software market in the United States, according to our estimates. That marketshare defines the power it wields when working with publishers."

- Part 2, in which Matthews "estimates GameStop's used game sales, in units and dollars, and compare with the figures for new software. We also look at some new signs that the company recognizes the challenges publishers are posing for GameStop's used game business."

- Part 3, focusing on "how the company's revenues across territories have changed with time. Moreover, we'll focus on the United States and estimate what percentage of the market the company controls by comparing with public data from the NPD Group. Finally, we'll look at the density of stores in the United States, particularly with respect to population."

Thanks again to Matt (who also creates Gamasutra's monthly NPD analyses, also unputdownable from my perspective!) for putting this together.