Quote · Freakonomics Radio
675. Has the New York Times Become a Games Company?
Where this was said
The Ludic Century: Why the 21st Century Belongs to Games
At 19:10 · chapter starts 16:22
Around 2013, Zimmerman published a short essay arguing that the 21st century is a 'ludic century' — and here he unpacks the argument. The 20th century was the age of the moving image: a darkened theater, a linear narrative, a passive audience. The shift into digital culture has dissolved those hierarchies. Wikipedia is the new encyclopedia: not experts handing down facts, but a roiling community where users blur into authors. Games, Zimmerman argues, have always been built on this logic — a chessboard is a rule-based state machine, and playing it is exploring the permutations of a system. As our lives become thoroughly enmeshed in digital networks — for work, finance, romance, governance — games provide the best conceptual framework for understanding how that world works. It's not that games are the only lens, he concedes, but they may point toward 'an interesting, playful future' where beauty is created by players, not just authors.
Games aren't just entertainment — they're the best framework for understanding how digital culture works. Just as Wikipedia replaced encyclopedias by making users into authors, games turn passive audiences into active participants in systems of information.
The global video game market has grown from $13 billion at the turn of the century to nearly $200 billion today, surpassing movies and music combined.
The video game market is now worth nearly $200 billion — up from $13 billion in 2000. That makes it bigger than movies and music put together, and explains why every media company is rushing to claim a piece.