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675. Has the New York Times Become a Games Company? | Freakonomics Radio

Freakonomics Radio

Hosted by Stephen J. Dubner

57m
Transcript

Original podcast

Summary

Written by a model from the transcript; not yet reviewed.

This episode of Freakonomics Radio explores the cultural and business transformation of The New York Times into a major games publisher. Host Stephen J. Dubner speaks with game designer Eric Zimmerman, New York Times Chief Product Officer Alex Hardeman, and Games General Manager Jonathan Knight about why humans play, how games create meaning, and how puzzle apps like Wordle and Connections reshaped the media landscape. The discussion examines the tension between attention-grabbing mobile monetization and the Times strategy of respectful, human-made casual engagement.

Guests and hosts argue that games are an essential form of human expression and systems thinking rather than mere frivolous distractions. While digital media often relies on aggressive engagement traps, The New York Times has built a sustainable subscription model by treating games as a complement to rigorous journalism. The episode highlights how thoughtful game design values player agency, social connection, and clean aesthetics over exploitation, making it a compelling look at the intersection of culture, business, and play.

  • Treat games as formal rule-based systems that foster human experience and emotional connection rather than just visual spectacle. 13:43
  • Prioritize direct subscriber relationships and destination-first strategies instead of relying entirely on unbundled search and social ad traffic. 23:46
  • Focus on day-one, day-seven, and day-thirty retention metrics to accurately predict the long-term growth potential of a game. 40:42
  • Avoid gamification tactics that strip-mine the surface elements of games like points and streaks while leaving behind the soul of meaningful play. 53:54

Chapters

  1. 0:04
    Riddle Introduction and Play Definition

    The host opens with a playful riddle to segue into a discussion of play and its importance for children and adults.

  2. 2:08
    Episode Theme: New York Times as a Games Company

    The host announces the episode’s focus on game design and whether the New York Times is becoming a games company.

  3. 3:55
    Interview with Eric Zimmerman

    The host interviews game designer Eric Zimmerman about his background, game design philosophy, and the role of play in adulthood.

  4. 20:07
    New York Times Games Strategy

    The host speaks with Alex Hardeman, Chief Product Officer, about the Times’ history with games, its current strategy, and how games support its journalism mission.

  5. 33:06
    Game Design and Development Process

    Jonathan Knight explains how the Times’ game team creates, tests, and refines games, focusing on fun, retention, and human-made content.

  6. 37:21
    Acquisition of Wordle

    The conversation turns to the Times’ acquisition of Wordle, its impact on user growth, and the integration of the game into the brand.

  7. 44:24
    Future of Games and Longevity

    The discussion concludes with reflections on the sustainability of games, the importance of human creativity, and the future direction of the Times’ gaming division.

  8. 52:36
    Ethical Issues in Game Design

    Discussion of how games can be both positive and exploitative, highlighting ethical concerns.

  9. 53:12
    Critique of Gamification

    Eric Zimmerman explains his opposition to gamification and its limitations.

  10. 53:54
    Design Philosophy and Human Models

    Zimmerman discusses how design reflects human values and the depth of play.

  11. 55:24
    Wrap-Up and Future Episodes

    Hosts summarize insights, tease upcoming game episodes, and share a personal note.

  12. 56:09
    Credits and Closing Remarks

    Final credits, acknowledgments, and a brief word segment conclude the episode.

Highlights

  • 6:20

    Dungeons and Dragons Influenceinsight

    Eric Zimmerman explains why Dungeons and Dragons is the most influential game in contemporary culture, functioning as an interactive storytelling engine with simulation systems.

  • 18:08

    Explosive Video Game Market Growthdata

    Stephen J. Dubner notes that the video game market has grown to nearly $200 billion, surpassing the movie and music industries combined.

  • 22:55

    New York Times Shift to Subscriptionsstrategy

    Alex Hardeman discusses how The New York Times transitioned away from a struggling print and advertising model toward a sustainable subscription-first business.

  • 30:07

    Debating the Importance of Gamesdebate

    Stephen J. Dubner and Alex Hardeman debate whether readers care more about breaking news or games like Wordle, highlighting the central role games play in user retention.

  • 36:11

    Acquiring Wordle During the Pandemicstory

    Jonathan Knight shares the story of how The New York Times rapidly acquired Wordle from engineer Josh Wardle during the height of its viral pandemic growth.

  • 41:44

    Logic Puzzles Versus Word Puzzlesinsight

    Jonathan Knight explains that logic puzzles typically suffer from lower user retention than word puzzles, making game curation a delicate balance of art and science.

  • 42:39

    Resisting AI in Puzzle Creationstrategy

    Jonathan Knight emphasizes that consumers easily detect machine-made games, which is why The New York Times insists on human-crafted puzzles.

  • 53:54

    Critique of Superficial Gamificationinsight

    Eric Zimmerman criticizes gamification for strip-mining the surface mechanics of games like points and badges while abandoning creative problem-solving and play.

Quotes

  • “Social scientists have generated a lot of evidence that playing is good for us.”
    Stephen J. Dubner · 0:23
  • “In 1978, the Canadian philosopher Bernard Suits published a sly and influential little book called The Grasshopper: Games, Life, and Utopia, in which he defined game-playing as 'the voluntary attempt to overcome unnecessary obstacles.'”
    Stephen J. Dubner · 0:43
  • “According to the American Time Use Survey, playing games is our number-two leisure activity.”
    Stephen J. Dubner · 1:38
  • “Wordle has gone a long way toward making up for those failures.”
    Stephen J. Dubner · 36:03
  • “As much as games can be context for pro-social and really incredibly positive human experiences, they also can be the opposite.”
    Unnamed speaker · 52:46
  • “The problem with gamification, for me, is that it strip minds the surface of games,”
    Unnamed speaker · 53:54
  • “To me, the values of design and games are embedded in these very deep ways about how we think about our players and what we're encouraging from them.”
    Unnamed speaker · 54:55
  • “The furious contention of games can be a beautiful thing, and the anguish and pain of striving and winning and losing, and all of that is beautiful.”
    Unnamed speaker · 55:12
  • Freakonomics Radio 44:40–44:49

About this episode

Not exactly. But their runaway success with games like Wordle says something bigger about the way we live now. (Part one of a series, “We Are All Gamers Now (https://freakonomics.com/we-are-all-gamers-now/).”) You can find the transcript and show notes for this episode on our website here: https://freakonomics.com/podcast/has-the-new-york-times-become-a-games-company/ FOLLOW FREAKONOMICS RADIO: YouTube: https://freak.ws/3yIl6dl Apple Podcasts: https://freak.ws/3yAvQh0 Spotify: https://freak.ws/3TsdCmV ABOUT FREAKONOMICS RADIO: Discover the hidden side of everything with host Stephen J. Dubner, co-author of the Freakonomics books. Each week, Dubner speaks with Nobel laureates and provocateurs, intellectuals and entrepreneurs, and various other underachievers to uncover things you always thought you knew (but didn’t) and things you never thought you wanted to know (but do) — from the economics of sleep to the future of education, from markets for marriage to the surprising utility of wolves. ABOUT THE FREAKONOMICS RADIO NETWORK: Freakonomics began as a book, which led to a blog, a documentary film, more books, a pair of pants, and in 2010, a podcast called Freakonomics Radio. Hosted by Stephen J. Dubner, it’s one of the most popular podcasts in the world, with a reputation for storytelling that is both rigorous and entertaining. Its archive of more than 500 episodes is available, for free, on any podcast app, and the show airs weekly on NPR stations. Freakonomics Radio is now the flagship show of the Freakonomics Radio Network, which includes the podcasts No Stupid Questions, People I (Mostly) Admire, and The Economics of Everyday Things. FREAKONOMICS RADIO NETWORK PODCASTS: Freakonomics Radio: https://freakonomics.com/series/freakonomics-radio/ No Stupid Questions: https://freakonomics.com/series/nsq/ People I (Mostly) Admire: https://freakonomics.com/series/people-i-mostly-admire/ The Economics of Everyday Things: https://freakonomics.com/series/everyday-things/ Special series: https://freakonomics.com/topics/ CONNECT WITH US: [email protected] https://twitter.com/freakonomics https://www.instagram.com/freakonomics/ https://www.facebook.com/freakonomics/ https://www.tiktok.com/@freakonomicsradio https://www.linkedin.com/company/freakonomics-media Subscribe to our newsletter: https://stephendubner.substack.com/subscribe

Transcript

0:00
57:17

9,766 words · 6 speakers

Speaker names marked are inferred from speaking time and the show’s known hosts — they are not voice-verified.

Topics

  • New York Times
  • Renbud Radio
  • Mr. Fortune
  • The Hitchhikers
  • 1924 Times editorial

Page updated · transcript and summary are machine-generated