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

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

The New York Times' games were played 11.2 billion times last year — and Wordle, bought for low seven figures, brought in tens of millions of new subscribers.

May 15, 2026 57:17 Difficulty: Beginner Played

TL;DR

Games are the hidden engine of The New York Times' business revival. Stephen Dubner talks to NYT Chief Product Officer Alex Hardiman and Games SVP Jonathan Knight about how Wordle — acquired in early 2022 for a low seven-figure sum — brought tens of millions of new users to the Times and turbocharged a subscription strategy that has grown to nearly 13 million subscribers. Game designer Eric Zimmerman frames it all within a bigger argument: the 21st century is a "ludic century," where interactive, systems-based thinking is reshaping culture. The single most useful takeaway: human-made puzzles beat AI-generated ones because players can feel the difference.

#NYT Games #Wordle acquisition #subscription-first strategy #ludic century #gamification critique #human-made puzzles vs AI #mobile game retention metrics #casual game design #media digital transformation #crossword history #FarmVille and Facebook gaming #game design philosophy #D1 D7 D30 retention #puzzle game economics #games as cultural expression #New York Times #Wordle #game design #games #subscription #Eric Zimmerman #Alex Hardiman #Jonathan Knight #crossword #gamification #Connections #FarmVille #media business #digital transformation #puzzle design #casual games #mobile games #play

Freakonomics Radio explores how games have become central to modern life — and to The New York Times' business model. Host Stephen Dubner speaks with game designer Eric Zimmerman, NYT Chief Product Officer Alex Hardiman, and NYT Games SVP Jonathan Knight about Wordle's viral acquisition, the design philosophy behind NYT Games, and what it means to live in a 'ludic century.'

Chapter list
  • The episode opens with a trio of paid sponsor reads before the host utters a single word of content. Hotels.com touts its free membership rewards program and up-to-20% savings on hotel bookings. Amica Mutual Insurance uses a 'go far together' framing to pitch auto, home, and life coverage. Finally, TalkAboutPD.com breaks the ice on Peyronie's disease — a topic, the ad acknowledges, that men are often reluctant to raise — and directs listeners to consult a urologist about non-surgical options. These ads set a deliberately varied tone before Stephen Dubner's riddle kicks the episode into gear.

  • Dubner's riddle — what do we celebrate in children but look down on in adults? — lands on 'play,' and from there he constructs a case that games deserve more serious attention than they get. He quotes Canadian philosopher Bernard Suits' 1978 definition of game playing as 'the voluntary attempt to overcome unnecessary obstacles,' noting drily that it could double as a definition of life itself. The American Time Use Survey places gaming as Americans' second most popular leisure activity, behind only watching TV — and much of what we watch on TV is live sports, which are themselves games. Dubner frames this as the launch of a new Freakonomics Radio series: 'We Are All Gamers Now.'

  • Before introducing any guests, Dubner grounds the episode in autobiography. Growing up the youngest of a big family, he chased older siblings into whatever games they'd allow — including a version where his brother hurled a baseball at him to catch barehanded. His adult games of backgammon and golf, he insists, bring genuine joy. He admits it took time to shake the social pressure to 'put away childish things,' and arrives at a conviction: games and play are good for the soul. This personal confession creates the emotional frame for the more analytical conversations to come.

  • Eric Zimmerman, professor of game design at NYU and one of the field's most influential thinkers, opens with a deeply personal memory: his father, who died when Eric was five, used to play a yes-or-no logic deduction game with him — the kind where you figure out why someone takes the elevator to the 6th floor and walks up two flights (answer: they're too short to reach 8). This early pairing of logic and play shaped everything. Zimmerman's childhood games ranged from Monzo (wrestling on command) to Kick the Can and dirt bike races. His first designed game was a 5th-grade project called the Digestive Game, a board game where players were food particles navigating from mouth to exit, complete with a 'reverse peristalsis' space that sent you back to start. When Dubner asks him to name the best games, Zimmerman demurs — it's like asking a painter their favorite color — but singles out Dungeons & Dragons as uniquely influential for seeding concepts like player classes, experience points, and levels throughout all contemporary gaming.

  • Dubner asks the obvious question: what does a game designer actually do? Zimmerman's answer is crisp — they make rules. Not illustrations, not code. If you think about what a board game designer contributes, it's entirely about structure: what you do on a turn, how you win, how the experience flows. Zimmerman studied painting at Penn under high modernists obsessed with pure form — line, color, composition — who were disciples of Josef Albers. But the real art world of the late '80s was postmodern and political: Barbara Kruger, Jenny Holzer, the Guerrilla Girls, AIDS-crisis conceptual art. That tension between formal structure and human expression directly shaped Zimmerman's approach to games. His book Rules of Play, co-authored with Katie Salen, is now a defining textbook of the field. He also designed Diner Dash, one of the biggest casual computer games of the early 2000s, before founding the NYU Game Center about 15 years ago.

  • Dubner floats his own working definition: games are the 'willful, collegial adoption of random-seeming rules.' You agree with your fellow players that these rules hold, and the moment you do, you enter a new space — not a different person, but a different version of yourself. Zimmerman pushes deeper: games sit at the intersection of formal mathematics and raw human emotion. He argues that immersion is widely misunderstood — players conflate it with 3D photorealism, but you can get utterly lost in backgammon, where the space is purely social, cognitive, and strategic. His most striking claim: games create meaning. A chessboard on a coffee table means one thing ('I'm intellectual'); the same board in active play generates an entirely new 'latticework of meanings' around turns, stakes, and contest. The sweetest satisfaction in game design, he says, is watching players do things you never anticipated — just as grammar can't explain Shakespeare.

  • 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.

  • If you want evidence that Zimmerman is right about the ludic century, look at the numbers. The global video game market has vaulted from $13 billion at the turn of the millennium to nearly $200 billion today — dwarfing both the movie and music industries combined. When an industry reaches that scale, firms from adjacent sectors rush to attach themselves to it, the same way everyone is now branding themselves as 'AI companies.' Dubner cites Allbirds — a shoe company — as an extreme example of this trend, having announced it would exit footwear and pivot to AI infrastructure. Then he poses the question at the heart of the episode: has The New York Times done something similar with games?

  • Before Dubner speaks with anyone at the Times, he checks in with Zimmerman for an outside view. Zimmerman's take is generous but grounded: the idea that the NYT is now 'one of the world's biggest publishers of games' would have been unthinkable 20 years ago. But it makes sense as a natural extension of the Times' decades-long dominance in crossword culture — an institution that already understood game players. He praises the design quality of their digital games across graphic design, interaction design, and content sophistication. And he adds a personal note: many of the people staffing the NYT Games team are his former students.

  • Alex Hardiman has been at The New York Times since 2006, starting in product marketing and advertising. She recalls her first week on the job included figuring out how to sell sponsorships for the Freakonomics blog. By the time Dubner is interviewing her, she's Chief Product Officer of one of the world's most-watched digital media pivots. Ten to eleven years ago, she says candidly, the Times was playing defense: only about 1 million digital subscribers, a shrinking newsroom of about 1,300 journalists, and no clear path to growth. The newspaper monopoly that had long supported the business — classifieds for jobs, real estate, cars, legal notices — had been shattered by Craigslist, then gutted further by Web 2.0 search and social. Many news organizations chased traffic by unbundling their content. The Times decided in 2015 to go the opposite direction: subscription-first, destination-first, and built on direct reader relationships — though Hardiman notes the digital paywall actually launched in 2011.

  • The episode breaks for a cluster of sponsor messages. Figure, described as the number-one non-bank HELOC lender in the US, promotes its fully online home equity line of credit with approval in five minutes and funding in as few as five days — and points listeners to figure.com/ADAM. Ozempic follows, touting its semaglutide tablets at 4 and 9 milligrams and directing listeners to ozempic.com. Southern Company rounds out the break with a message about investing $80 billion in energy infrastructure. These reads are thematically unrelated to the episode content but sandwiched between the NYT subscription backstory and the Times' own gaming history.

  • The Times' anti-game past is one of the episode's richest ironies. While rival paper the New York World published the first modern crossword in 1913, the Grey Lady published an editorial in 1924 calling crossword mania a 'sinful waste' akin to mahjong set overpricing. Dubner reads the passage aloud with evident pleasure. Then, 18 years later, the paper reversed course entirely: 11 days after the Pearl Harbor attack, Sunday editor Lester Markle wrote to publisher Arthur Sulzberger arguing that the country needed a puzzle to occupy the 'bleak blackout hours.' The NYT crossword launched in February 1942. Hardiman links that founding logic — using games to keep minds engaged during crisis — directly to the present moment, noting the parallel between wartime anxiety and today's geopolitical turbulence. Last year, the Times' puzzles were played 11.2 billion times.

  • Dubner offers a provocateur's hypothesis: if Wordle disappeared tomorrow, readers would storm the barricades, but if the Times stopped covering geopolitics, fewer people would notice. Hardiman disagrees firmly — 'I think you're really wrong' — and invokes the solar system analogy that defines the Times' internal strategy: news is the sun, giving light and permission to everything else. Games attract tens of millions of daily players and bring new readers into contact with the Times' journalism, creating a flywheel. But games don't generate the audience, engagement, or revenue that news does. Hardiman also addresses a journalist friend's complaint — that there's more 'pop' attached to games than to serious reporting — calling it a privilege to ensure that games revenue cycles back into the newsroom first. The Times is targeting 15 million subscribers by 2027; it currently stands at nearly 13 million.

  • Jonathan Knight came to the Times not through journalism but through gaming — FarmVille, Words with Friends, and a career-long affection for casual games. He describes the games R&D lab he helped build: a protected creative space where new game ideas can come from anywhere, inside or outside the games team. The lab is designed to nurture ideas before they're subjected to market pressures. Knight provides a candid failure case: Digits, a math-based puzzle that Dubner actually liked but that struggled to find an audience. They tried bringing it back a second time. It still didn't work. 'People are scared of math,' Knight concludes, and the game is now shelved. The failure illustrates that even a well-designed game can't overcome audience psychology.

  • Josh Wardle built Wordle for friends and family — it was actually his second attempt at the game after putting it down and returning to it. The green-and-gray emoji grid that players share after each round grew organically out of community feedback during peak pandemic Twitter. By January 3, 2022, when the NYT's own newsroom published a feature about the game, it had about 300,000 users and was clearly going viral. Knight read the article that morning, got multiple forwarded messages from colleagues, called Wardle two days later while flat on his back with COVID, and moved as fast as he could. The acquisition was announced publicly on January 31, 2022. The Times won't confirm the price, but it was reported as a low seven-figure sum. Wardle was eager to sell — the game had grown beyond his capacity to manage — and the Times was eager to acquire something that already 'looked and played like a New York Times game, very clean, very elegant.' It brought tens of millions of new users. The Times, Knight notes, aims to be good stewards of it.

  • Knight is careful to say that NYT Games was already growing before Wordle arrived — the acquisition was an accelerant, not the engine. The key metrics the team watches are day-1, day-7, and day-30 retention: what percentage of new users come back tomorrow, next week, next month? These numbers predict growth and longevity better than any other signal. New games are tested in Canada, geo-locked to the web, and surfaced through the Wordle hamburger menu so they reach a real but contained audience without running away from the team. Games that can't move retention even after solve-rate improvements are cut. Wordle's secret: a 90%-plus solve rate. Players feel accomplished, and they come back. Connections, by contrast, has a volatile solve rate — often low — but excellent retention because even failing is satisfying.

  • Dubner asks about AI strategy. Knight's answer is the opposite of most tech executives': NYT Games is doubling down on human-made puzzles. The rationale has two prongs. First, consumers are perceptive — they can sniff out a machine-made game, just as Wordle clones proliferated online without capturing the same feeling. Second, human curation matters at scale: Tracy Bennett's word choices, the discussion of double letters, the cadence of the week's puzzle selections — all of this is invisible but felt. The punchline is Connections: AI companies have told the Times their models still cannot reliably solve it. The misdirects, the human trickery, are too hard to replicate. And there's a brand dimension too: beating a NYT puzzle feels like beating 'a New York Times human,' not just any algorithm.

  • DripDrop leads with a science-backed hydration pitch: 3x the electrolytes of leading sports drinks, 6 key electrolytes, 15 essential vitamins, zero sugar or artificial sweeteners, and trusted by over 90% of top college and pro sports teams. Listeners get 20% off their first order at dripdrop.com with promo code Freakonomics. Cash App follows, positioning Bitcoin as something you should actually use — send it, spend it at Square businesses, move it to your wallet — rather than just hold. New users who sign up with code CashApp10 and send $5 to a friend within two weeks get $10 added to their balance.

  • With the NYT's games success attracting imitators — the New Yorker, the Atlantic, and others have launched their own game divisions — Dubner presses on whether this is a durable business or a fad. Zimmerman provides historical context: FarmVille had 83 million monthly players in 2010 and generated 12% of Facebook's revenue at its 2012 IPO. Then player fatigue killed it almost overnight. The pattern repeats in gaming: a new platform or revenue model gets so intense that players reject it and move on. Knight, who ran FarmVille at Zynga, pushes back from inside the Times: Wordle has shown 'incredible resilience,' and the desire for people to associate the Times brand with quality puzzles is built to last. The answer isn't to chase the trend — it's to keep innovating with new puzzles that re-engage existing subscribers and attract new audiences.

  • Dubner raises the tension between useful habit mechanics and dark gamification. Knight lays out the NYT Games philosophy with unusual clarity: 'time well spent' means respecting the player's time and agency. Some subscribers do Wordle, Connections, and Strands before their brain is fully awake; others unwind at night. The Times doesn't want them in the app all day. Knight says he doesn't even track minutes per day or per session. Streaks exist, but are purist — break it and it's gone, no paid streak protection. There is a segment of achievement-minded players who track purple-first finishes in Connections (Knight himself is approaching 100), but the design philosophy consciously avoids the coercive monetization tactics of the broader mobile game industry.

  • Crossplay is the NYT's newest and first multiplayer game, requiring account creation to play — which is already driving new registered users. Knight describes it as a 'clean and simple and elegant take' on the Scrabble category, distinguished from the treasure-chest-and-pop-up morass of most mobile games. Dubner calls it a Wordle-adjacent 'ripoff' of Scrabble; Knight prefers 'elegant take on the category.' The game's retention numbers are the best Knight has seen in his career. Most notably, Crossplay ships with Game Review powered by Crossbot, an AI that analyzes every move after a completed game and shows what better options were available. The design philosophy, Knight explains, is genuinely trying to make players better — not just maximizing time-in-app.

  • Dubner raises a pro-social argument: games teach players to agree on rules, compete fairly, and walk away after a handshake. Zimmerman accepts the point but pushes back against reducing games to their social utility — you don't justify a symphony by its downstream effects on society. Games belong in the same pantheon as story, image, and song: essential forms of human expression with intrinsic value. Yes, they enrich lives and create social situations for identity exploration. But they can also be exploitative, manipulative, pornographic. The same form that enables beautiful prosocial experiences has also 'pioneered dark design patterns.' The responsibility for which version you build lies entirely with the designer.

  • Asked whether he supports gamification, Zimmerman calls himself 'the loyal opposition.' Gamification pulls from frequent-flyer logic: apply game mechanics to drive behavior change. Points, levels, achievements — none of that is inherently wrong, and nudge-theory design has produced genuinely positive outcomes. But Zimmerman's core objection is that gamification leaves behind the soul of play: creative problem-solving, productive conflict, the anguish of striving and losing. His analogy is cuisine reduced to nutrition facts — the inputs matter, but they're not why you sit down to eat. He extends this into a design philosophy: every design embeds a theory of what it means to be human, from the materials of a chair to the rules of a game. The best game design honors the full range of human experience — including the 'furious contention' and 'anguish and pain' of striving, which he calls beautiful.

  • Dubner closes by inviting listeners to email which games they find beautiful and why. He then delivers a personal shoutout: listener Joshua wrote in to say his fiancée Stacy is a huge Freakonomics fan, and Dubner obliges with warm wedding wishes. Production credits roll — this episode was produced by Theo Jacobs, edited by Ellen Frankman, mixed by Jake Loomis, with a long list of Freakonomics Radio Network staff. The theme song credit ('Mr. Fortune' by The Hitchhikers) and composer credit (Luis Guerra) follow. Then, in a post-credits coda, Dubner reveals today's Wordle word — 'laden' — and immediately realizes he has spoiled it for Hardiman a second time. Cross-promo ads for Vitamix, 99% Invisible's 'A History of the United States in 100 Objects,' and Clorox Disinfecting Wipes play before the network end card.

Ludic
From the Latin 'ludus,' meaning play or game; used by Eric Zimmerman to describe the 21st century as one fundamentally shaped by game-like, interactive, systems-based thinking.
Ludic Century
Eric Zimmerman's thesis that the 21st century is defined by games and interactive systems, just as the 20th century was defined by the moving image.
Rules of Play
A foundational textbook of game design co-authored by Eric Zimmerman and Katie Salen, widely used in university game design programs.
Gamification
The application of game mechanics — points, badges, leaderboards, levels — to non-game contexts to drive behavior change; criticized by Zimmerman for stripping out the 'soul of play.'
D1 / D7 / D30 retention
Metrics measuring what percentage of new users return to a product on day 1, day 7, and day 30 after first use; used by NYT Games as the primary predictor of a new game's long-term viability.
Metagame
Features layered on top of a core game — such as streaks, badges, leaderboards, and achievement systems — that give players goals beyond the individual play session.
Geo-locked testing
Releasing a product to users only in a specific geographic market (e.g., Canada) to gather real-world data without triggering a full-scale launch.
HELOC
Home Equity Line of Credit; a revolving line of credit secured by the equity in your home, allowing you to borrow, repay, and borrow again.
High modernism
An art movement focused on pure formal qualities — line, color, composition — rejecting narrative, politics, or psychology; Zimmerman's art school teachers were adherents.
Postmodernism
A cultural and artistic movement reacting against modernism, embracing irony, politics, narrative, and critique of media; the context in which Zimmerman first encountered conceptual art.
Josef Albers
German-American artist and Yale professor, author of 'Interaction of Color,' who demonstrated that colors change appearance depending on surrounding colors — a key influence on Zimmerman's art education.
Interaction of Color
Josef Albers' landmark 1963 book demonstrating the relativity of color perception, used by Zimmerman as an analogy for the formal structural thinking he applies to game design.
State machine
In computing and game design, a system that can be in exactly one of a finite number of states at any given time, transitioning between states based on inputs; Zimmerman uses it to describe chess and Go.
Peristalsis
The involuntary muscular contractions that propel food through the digestive tract; Zimmerman's childhood game featured a 'reverse peristalsis' space representing vomiting.
Diner Dash
One of the biggest casual computer games of the early 2000s, designed by Eric Zimmerman, in which players manage a restaurant by seating and serving increasingly impatient customers.
Crossbot
The AI-powered game review tool built into NYT Games' Crossplay that analyzes each move a player made and suggests better alternatives, designed to help players improve rather than just maximize engagement.
Solve rate
The percentage of players who successfully complete a puzzle; NYT Games uses this alongside retention metrics to evaluate a game's design, with Wordle exceeding 90%.
Web 2.0
A term for the second generation of internet development (roughly 2004–2012) characterized by user-generated content, social media, and participatory platforms; cited as the force that disrupted newspaper advertising.
Manifesto for a Ludic Century
A 2013 essay by Eric Zimmerman arguing that games are the defining cultural form of the 21st century, as film was for the 20th.

Chapter 2 · 01:59

Intro Riddle and the Case for Play

Dubner's riddle — what do we celebrate in children but look down on in adults? — lands on 'play,' and from there he constructs a case that games deserve more serious attention than they get. He quotes Canadian philosopher Bernard Suits' 1978 definition of game playing as 'the voluntary attempt to overcome unnecessary obstacles,' noting drily that it could double as a definition of life itself. The American Time Use Survey places gaming as Americans' second most popular leisure activity, behind only watching TV — and much of what we watch on TV is live sports, which are themselves games. Dubner frames this as the launch of a new Freakonomics Radio series: 'We Are All Gamers Now.'

Claims made here

Playing games is the number 2 leisure activity for Americans, according to the American Time Use Survey.

Stephen Dubner American Time Use Survey

Chapter 3 · 04:25

Stephen Dubner on Growing Up Playing Games

Before introducing any guests, Dubner grounds the episode in autobiography. Growing up the youngest of a big family, he chased older siblings into whatever games they'd allow — including a version where his brother hurled a baseball at him to catch barehanded. His adult games of backgammon and golf, he insists, bring genuine joy. He admits it took time to shake the social pressure to 'put away childish things,' and arrives at a conviction: games and play are good for the soul. This personal confession creates the emotional frame for the more analytical conversations to come.

Chapter 5 · 10:20

Game Design as a Discipline: Rules, Iteration, and NYU's Game Center

Dubner asks the obvious question: what does a game designer actually do? Zimmerman's answer is crisp — they make rules. Not illustrations, not code. If you think about what a board game designer contributes, it's entirely about structure: what you do on a turn, how you win, how the experience flows. Zimmerman studied painting at Penn under high modernists obsessed with pure form — line, color, composition — who were disciples of Josef Albers. But the real art world of the late '80s was postmodern and political: Barbara Kruger, Jenny Holzer, the Guerrilla Girls, AIDS-crisis conceptual art. That tension between formal structure and human expression directly shaped Zimmerman's approach to games. His book Rules of Play, co-authored with Katie Salen, is now a defining textbook of the field. He also designed Diner Dash, one of the biggest casual computer games of the early 2000s, before founding the NYU Game Center about 15 years ago.

Chapter 6 · 13:20

What Is a Game? Definitions, Meaning, and Getting Lost in Play

Dubner floats his own working definition: games are the 'willful, collegial adoption of random-seeming rules.' You agree with your fellow players that these rules hold, and the moment you do, you enter a new space — not a different person, but a different version of yourself. Zimmerman pushes deeper: games sit at the intersection of formal mathematics and raw human emotion. He argues that immersion is widely misunderstood — players conflate it with 3D photorealism, but you can get utterly lost in backgammon, where the space is purely social, cognitive, and strategic. His most striking claim: games create meaning. A chessboard on a coffee table means one thing ('I'm intellectual'); the same board in active play generates an entirely new 'latticework of meanings' around turns, stakes, and contest. The sweetest satisfaction in game design, he says, is watching players do things you never anticipated — just as grammar can't explain Shakespeare.

Chapter 7 · 16:22

The Ludic Century: Why the 21st Century Belongs to Games

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.

Chapter 8 · 19:42

The Gaming Industry's Staggering Commercial Scale

If you want evidence that Zimmerman is right about the ludic century, look at the numbers. The global video game market has vaulted from $13 billion at the turn of the millennium to nearly $200 billion today — dwarfing both the movie and music industries combined. When an industry reaches that scale, firms from adjacent sectors rush to attach themselves to it, the same way everyone is now branding themselves as 'AI companies.' Dubner cites Allbirds — a shoe company — as an extreme example of this trend, having announced it would exit footwear and pivot to AI infrastructure. Then he poses the question at the heart of the episode: has The New York Times done something similar with games?

Claims made here

The global video game market is valued at nearly $200 billion today, up from $13 billion at the turn of the 21st century.

Stephen Dubner no source cited

The video game industry is now bigger than the movie and music industries combined.

Stephen Dubner no source cited

Chapter 10 · 23:09

Alex Hardiman: The Times' Pivot From Print-and-Ads to Subscription-First

Alex Hardiman has been at The New York Times since 2006, starting in product marketing and advertising. She recalls her first week on the job included figuring out how to sell sponsorships for the Freakonomics blog. By the time Dubner is interviewing her, she's Chief Product Officer of one of the world's most-watched digital media pivots. Ten to eleven years ago, she says candidly, the Times was playing defense: only about 1 million digital subscribers, a shrinking newsroom of about 1,300 journalists, and no clear path to growth. The newspaper monopoly that had long supported the business — classifieds for jobs, real estate, cars, legal notices — had been shattered by Craigslist, then gutted further by Web 2.0 search and social. Many news organizations chased traffic by unbundling their content. The Times decided in 2015 to go the opposite direction: subscription-first, destination-first, and built on direct reader relationships — though Hardiman notes the digital paywall actually launched in 2011.

Claims made here

The New York Times had about 1 million digital subscribers and a shrinking newsroom of about 1,300 journalists approximately 10-11 years ago.

Alex Hardiman no source cited

The New York Times reaches 50 to 100 million people per week across its apps and websites.

Alex Hardiman no source cited

Chapter 11 · 27:15

Sponsor Reads — Figure, Ozempic, Southern Company

The episode breaks for a cluster of sponsor messages. Figure, described as the number-one non-bank HELOC lender in the US, promotes its fully online home equity line of credit with approval in five minutes and funding in as few as five days — and points listeners to figure.com/ADAM. Ozempic follows, touting its semaglutide tablets at 4 and 9 milligrams and directing listeners to ozempic.com. Southern Company rounds out the break with a message about investing $80 billion in energy infrastructure. These reads are thematically unrelated to the episode content but sandwiched between the NYT subscription backstory and the Times' own gaming history.

Chapter 12 · 29:55

The NYT's Unlikely History With Games: From 'Sinful Waste' to 11.2 Billion Plays

The Times' anti-game past is one of the episode's richest ironies. While rival paper the New York World published the first modern crossword in 1913, the Grey Lady published an editorial in 1924 calling crossword mania a 'sinful waste' akin to mahjong set overpricing. Dubner reads the passage aloud with evident pleasure. Then, 18 years later, the paper reversed course entirely: 11 days after the Pearl Harbor attack, Sunday editor Lester Markle wrote to publisher Arthur Sulzberger arguing that the country needed a puzzle to occupy the 'bleak blackout hours.' The NYT crossword launched in February 1942. Hardiman links that founding logic — using games to keep minds engaged during crisis — directly to the present moment, noting the parallel between wartime anxiety and today's geopolitical turbulence. Last year, the Times' puzzles were played 11.2 billion times.

Claims made here

The New York Times published an editorial in 1924 condemning crossword puzzle enthusiasm as a 'sinful waste.'

Stephen Dubner New York Times editorial, 1924

NYT Games puzzles were played 11.2 billion times in a single year.

Alex Hardiman no source cited

The New York Times launched its crossword puzzle in February 1942, in response to the psychological needs of the country after the attack on Pearl Harbor.

Alex Hardiman no source cited

Chapter 13 · 33:10

Games, News, and the Solar System Strategy

Dubner offers a provocateur's hypothesis: if Wordle disappeared tomorrow, readers would storm the barricades, but if the Times stopped covering geopolitics, fewer people would notice. Hardiman disagrees firmly — 'I think you're really wrong' — and invokes the solar system analogy that defines the Times' internal strategy: news is the sun, giving light and permission to everything else. Games attract tens of millions of daily players and bring new readers into contact with the Times' journalism, creating a flywheel. But games don't generate the audience, engagement, or revenue that news does. Hardiman also addresses a journalist friend's complaint — that there's more 'pop' attached to games than to serious reporting — calling it a privilege to ensure that games revenue cycles back into the newsroom first. The Times is targeting 15 million subscribers by 2027; it currently stands at nearly 13 million.

Claims made here

The New York Times is now approaching 13 million subscribers and is targeting 15 million by 2027.

Alex Hardiman no source cited

Chapter 15 · 39:30

How Wordle Went Viral and the NYT Acquired It

Josh Wardle built Wordle for friends and family — it was actually his second attempt at the game after putting it down and returning to it. The green-and-gray emoji grid that players share after each round grew organically out of community feedback during peak pandemic Twitter. By January 3, 2022, when the NYT's own newsroom published a feature about the game, it had about 300,000 users and was clearly going viral. Knight read the article that morning, got multiple forwarded messages from colleagues, called Wardle two days later while flat on his back with COVID, and moved as fast as he could. The acquisition was announced publicly on January 31, 2022. The Times won't confirm the price, but it was reported as a low seven-figure sum. Wardle was eager to sell — the game had grown beyond his capacity to manage — and the Times was eager to acquire something that already 'looked and played like a New York Times game, very clean, very elegant.' It brought tens of millions of new users. The Times, Knight notes, aims to be good stewards of it.

Claims made here

Wordle had approximately 300,000 users when the NYT published a news article about it on January 3, 2022.

Jonathan Knight no source cited

The NYT paid more than a billion dollars for the Boston Globe and sold it for just $70 million.

Stephen Dubner no source cited

The New York Times acquired Wordle for a price reported to be in the low seven figures.

Stephen Dubner no source cited

Wordle brought tens of millions of new users to The New York Times after its acquisition.

Jonathan Knight no source cited

Chapter 16 · 43:20

Wordle's Impact and the Science of Game Retention

Knight is careful to say that NYT Games was already growing before Wordle arrived — the acquisition was an accelerant, not the engine. The key metrics the team watches are day-1, day-7, and day-30 retention: what percentage of new users come back tomorrow, next week, next month? These numbers predict growth and longevity better than any other signal. New games are tested in Canada, geo-locked to the web, and surfaced through the Wordle hamburger menu so they reach a real but contained audience without running away from the team. Games that can't move retention even after solve-rate improvements are cut. Wordle's secret: a 90%-plus solve rate. Players feel accomplished, and they come back. Connections, by contrast, has a volatile solve rate — often low — but excellent retention because even failing is satisfying.

Claims made here

Over 90% of people who start a game of Wordle successfully solve it.

Jonathan Knight no source cited

Chapter 17 · 46:40

Human-Made Puzzles vs. AI — and Why Connections Stumps the Machines

Dubner asks about AI strategy. Knight's answer is the opposite of most tech executives': NYT Games is doubling down on human-made puzzles. The rationale has two prongs. First, consumers are perceptive — they can sniff out a machine-made game, just as Wordle clones proliferated online without capturing the same feeling. Second, human curation matters at scale: Tracy Bennett's word choices, the discussion of double letters, the cadence of the week's puzzle selections — all of this is invisible but felt. The punchline is Connections: AI companies have told the Times their models still cannot reliably solve it. The misdirects, the human trickery, are too hard to replicate. And there's a brand dimension too: beating a NYT puzzle feels like beating 'a New York Times human,' not just any algorithm.

Claims made here

AI companies have told the NYT that their models still cannot reliably solve the Connections puzzle.

Jonathan Knight no source cited

Chapter 19 · 51:20

FarmVille's Rise and Fall: A Warning for the NYT

With the NYT's games success attracting imitators — the New Yorker, the Atlantic, and others have launched their own game divisions — Dubner presses on whether this is a durable business or a fad. Zimmerman provides historical context: FarmVille had 83 million monthly players in 2010 and generated 12% of Facebook's revenue at its 2012 IPO. Then player fatigue killed it almost overnight. The pattern repeats in gaming: a new platform or revenue model gets so intense that players reject it and move on. Knight, who ran FarmVille at Zynga, pushes back from inside the Times: Wordle has shown 'incredible resilience,' and the desire for people to associate the Times brand with quality puzzles is built to last. The answer isn't to chase the trend — it's to keep innovating with new puzzles that re-engage existing subscribers and attract new audiences.

Claims made here

FarmVille drew 83 million monthly players in 2010, with Facebook taking a 30% cut on all in-game purchases.

Stephen Dubner no source cited

By the time Facebook went public in 2012, 12% of its revenues came from Zynga games.

Stephen Dubner no source cited

Chapter 20 · 54:30

Streaks, Metagames, and the 'Time Well Spent' Philosophy

Dubner raises the tension between useful habit mechanics and dark gamification. Knight lays out the NYT Games philosophy with unusual clarity: 'time well spent' means respecting the player's time and agency. Some subscribers do Wordle, Connections, and Strands before their brain is fully awake; others unwind at night. The Times doesn't want them in the app all day. Knight says he doesn't even track minutes per day or per session. Streaks exist, but are purist — break it and it's gone, no paid streak protection. There is a segment of achievement-minded players who track purple-first finishes in Connections (Knight himself is approaching 100), but the design philosophy consciously avoids the coercive monetization tactics of the broader mobile game industry.

Chapter 21 · 55:49

Crossplay: Multiplayer, Retention Records, and the Crossbot Game Review

Crossplay is the NYT's newest and first multiplayer game, requiring account creation to play — which is already driving new registered users. Knight describes it as a 'clean and simple and elegant take' on the Scrabble category, distinguished from the treasure-chest-and-pop-up morass of most mobile games. Dubner calls it a Wordle-adjacent 'ripoff' of Scrabble; Knight prefers 'elegant take on the category.' The game's retention numbers are the best Knight has seen in his career. Most notably, Crossplay ships with Game Review powered by Crossbot, an AI that analyzes every move after a completed game and shows what better options were available. The design philosophy, Knight explains, is genuinely trying to make players better — not just maximizing time-in-app.

Chapter 22 · 58:10

Games as Social Architecture and the Ethics of Game Design

Dubner raises a pro-social argument: games teach players to agree on rules, compete fairly, and walk away after a handshake. Zimmerman accepts the point but pushes back against reducing games to their social utility — you don't justify a symphony by its downstream effects on society. Games belong in the same pantheon as story, image, and song: essential forms of human expression with intrinsic value. Yes, they enrich lives and create social situations for identity exploration. But they can also be exploitative, manipulative, pornographic. The same form that enables beautiful prosocial experiences has also 'pioneered dark design patterns.' The responsibility for which version you build lies entirely with the designer.

Chapter 23 · 59:15

Gamification vs. Real Games: Zimmerman's Loyal Opposition

Asked whether he supports gamification, Zimmerman calls himself 'the loyal opposition.' Gamification pulls from frequent-flyer logic: apply game mechanics to drive behavior change. Points, levels, achievements — none of that is inherently wrong, and nudge-theory design has produced genuinely positive outcomes. But Zimmerman's core objection is that gamification leaves behind the soul of play: creative problem-solving, productive conflict, the anguish of striving and losing. His analogy is cuisine reduced to nutrition facts — the inputs matter, but they're not why you sit down to eat. He extends this into a design philosophy: every design embeds a theory of what it means to be human, from the materials of a chair to the rules of a game. The best game design honors the full range of human experience — including the 'furious contention' and 'anguish and pain' of striving, which he calls beautiful.

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2 / 18 cited (11%)

Factual claims made this episode, and whether a source was named.

Playing games is the number 2 leisure activity for Americans, according to the American Time Use Survey.

Stephen Dubner American Time Use Survey

The global video game market is valued at nearly $200 billion today, up from $13 billion at the turn of the 21st century.

Stephen Dubner no source cited

The video game industry is now bigger than the movie and music industries combined.

Stephen Dubner no source cited

NYT Games puzzles were played 11.2 billion times in a single year.

Alex Hardiman no source cited

The New York Times launched its crossword puzzle in February 1942, in response to the psychological needs of the country after the attack on Pearl Harbor.

Alex Hardiman no source cited

FarmVille drew 83 million monthly players in 2010, with Facebook taking a 30% cut on all in-game purchases.

Stephen Dubner no source cited

By the time Facebook went public in 2012, 12% of its revenues came from Zynga games.

Stephen Dubner no source cited

The New York Times had about 1 million digital subscribers and a shrinking newsroom of about 1,300 journalists approximately 10-11 years ago.

Alex Hardiman no source cited

The New York Times is now approaching 13 million subscribers and is targeting 15 million by 2027.

Alex Hardiman no source cited

Wordle had approximately 300,000 users when the NYT published a news article about it on January 3, 2022.

Jonathan Knight no source cited

The New York Times acquired Wordle for a price reported to be in the low seven figures.

Stephen Dubner no source cited

Wordle brought tens of millions of new users to The New York Times after its acquisition.

Jonathan Knight no source cited

Over 90% of people who start a game of Wordle successfully solve it.

Jonathan Knight no source cited

AI companies have told the NYT that their models still cannot reliably solve the Connections puzzle.

Jonathan Knight no source cited

The NYT paid more than a billion dollars for the Boston Globe and sold it for just $70 million.

Stephen Dubner no source cited

The NYU Game Center was started about 15 years ago, with game design being taught there since the 1990s.

Eric Zimmerman no source cited

The New York Times reaches 50 to 100 million people per week across its apps and websites.

Alex Hardiman no source cited

The New York Times published an editorial in 1924 condemning crossword puzzle enthusiasm as a 'sinful waste.'

Stephen Dubner New York Times editorial, 1924

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