675. Has the New York Times Become a Games Company?
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In this episode of Freakonomics Radio, Stephen Dubner explores the surprising transformation of The New York Times into a major player in the global games industry. The conversation begins with a philosophical reflection on play and games as essential human activities, drawing on insights from game designer and NYU professor Eric Zimmerman. He argues that the 21st century is a 'ludic century'—a time when games, as systems of meaning and interaction, are reshaping culture, media, and even our understanding of value. The episode then shifts to the New York Times, once famously dismissive of games (even calling crossword puzzles a 'sinful waste'), now one of the world’s largest publishers of digital games. Through interviews with Alex Hardiman, Chief Product Officer, and Jonathan Knight, SVP of New York Times Games, the show reveals how the Times pivoted from a print and ad-first business to a subscription-driven model, with games like Wordle, Connections, and Crossplay serving as powerful drivers of engagement and growth. The success of Wordle—acquired from creator Josh Wardle in 2022—became a viral phenomenon that turbocharged the entire games division. The Times emphasizes 'time well spent' over addictive design, focusing on human-made, elegant, and meaningful gameplay that respects users. The episode also examines the ethics of gamification, with Zimmerman cautioning against reducing games to mere points and streaks, arguing instead for preserving the soul of play. Ultimately, the Times isn’t becoming a games company—it’s a news organization using games as a gateway to deeper engagement, curiosity, and joy.
The New York Times has successfully leveraged games like Wordle and Connections to grow its digital subscriber base to nearly 13 million, with a goal of 15 million by 2027.
Games at The Times are designed for 'time well spent'—not addiction or exploitation—but for joy, challenge, and human connection.
Wordle’s acquisition was a strategic masterstroke, bringing tens of millions of new users and accelerating the Times’ broader digital transformation.
The Times prioritizes human-made content and elegant design, differentiating itself from exploitative mobile games by avoiding pay-to-continue streaks and aggressive monetization.
Games are not a distraction from journalism—they’re a powerful tool to deepen audience relationships and drive curiosity about the world.
The Hidden Value of Play
“Getting lost in a game is so essential. And I actually think that people often misunderstand what it means to get lost in a game with a rise of 3D cinematically realistic video games. People often mistake this idea of immersion or deep engagement with the way something looks. It's not that at all.”
The Ludic Century and the Rise of Game Design
Zimmerman argues that the 21st century is a 'ludic century'—a cultural shift where games, as systems of information and interaction, are reshaping media, art, and society. He traces the evolution of games from childhood pastimes to a serious design discipline.
From Tabloid to Game Publisher: The New York Times' Transformation
“We launched our digital subscription model actually a little earlier in 2011. We came in with a lot of conviction to say that over the next 10, 20, 30 years, we believe that we are going to help make a market for paid high quality journalism.”
The Wordle Phenomenon and the Games Strategy
“We announced on January 31st to the world that we'd acquired Wordle. It was really thrilling. The Times won't divulge what it paid for Wordle, but it was reported to be in the low seven figures.”
Designing for Joy, Not Exploitation
The team at the Times emphasizes 'time well spent' over addictive design. They avoid dark patterns like pay-to-continue streaks, instead focusing on elegant, human-made puzzles that foster achievement and social connection. Crossplay, their first multiplayer game, is praised for its clean, classic design.
“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.”
“Getting lost in a game is so essential. And I actually think that people often misunderstand what it means to get lost in a game with a rise of 3D cinematically realistic video games. People often mistake this idea of immersion or deep engagement with the way something looks. It's not that at all.”
“We announced on January 31st to the world that we'd acquired Wordle. It was really thrilling. The Times won't divulge what it paid for Wordle, but it was reported to be in the low seven figures.”
Host
Guests
The New York Times
organization
Wordle
media
Eric Zimmerman
person
Alex Hardiman
person
Jonathan Knight
person
Josh Wardle
person
Connections
media
Crossplay
media
Farmville
media
Zynga
organization
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