Freakonomics Radio

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

with Eric Zimmerman and Alex Hardiman
15 May 2026 28 min read 47m

The New York Times, once dismissive of games as frivolous, now publishes over 11 billion puzzle plays annually and uses games as a gateway to its subscription business—proving that games are becoming a dominant cultural form comparable to film and television in the 20th century. Game design is fundamentally about creating systems and meaning for players, and major media institutions are recognizing games as essential to building direct subscriber relationships in the digital age.

Bernard Suits (quoted by Stephen Dubner)
“the voluntary attempt to overcome unnecessary obstacles”
Stephen Dubner introduces the 1978 philosophical definition of game playing that frames the entire episode's exploration of why games matter
▶ 0:54
Eric Zimmerman
“really game designers make rules. So, if you think about a board game, what does a game designer do? It's not about the illustrations on the cards, it's about the structure of the experience.”
Zimmerman explains what game design actually is, pushing back against common misconceptions that it involves programming or visual design
▶ 11:41
Eric Zimmerman
“You can get deeply engaged in backgammon and there's nothing illusionistic about it. You're not entering into a 3D world when you play backgammon. The space is a social space. It's a cognitive space. It's a psychological space. It's a strategic space.”
Zimmerman corrects the misconception that immersion in games requires realistic 3D graphics, emphasizing instead the abstract systems and social dynamics at play
▶ 13:32
The New York Times (1924 editorial, quoted by Stephen Dubner)
“Scarcely recovered from the form of temporary madness that made so many people pay enormous prices for mahjongg sets, the same persons now are committing the same sinful waste in the utterly futile finding of words, the letters of which will fit into a prearranged pattern.”
Historical contrast showing The Times once viewed crossword puzzles as frivolous waste, establishing how dramatically the institution's stance on games has shifted
▶ 26:13
Alex Hardiman
“This is where games becomes really interesting because you might come in for Wordle or the mini crossword, and then you might find yourself watching last night's video highlights from the Knicks game. You might find yourself really immersing yourself in live coverage of the Artemis 2 lunar flyby, which is just this wondrous piece of reporting from our science desk.”
Hardiman explains how games serve as a gateway to drive subscribers into The Times' broader journalism ecosystem without manipulation or gimmicks
▶ 32:12
Eric Zimmerman is a game designer and professor at NYU's Game Center who has created dozens of games including Diner Dash and co-authored the influential textbook Rules of Play. Alex Hardiman is Chief Product Officer at The New York Times, where she has led the digital transformation that turned the institution from a print-first, ad-first business into a subscription powerhouse with nearly 13 million subscribers. Together they discuss how The New York Times has become one of the world's biggest game publishers and what that means for the future of media.
1
Games as gateway drugs to subscriptions The New York Times discovered that games like Wordle function as acquisition tools that draw casual players into the subscription experience, where they're exposed to high-quality journalism across sports, science, and news. This is a deliberate strategy to convert game players into paying subscribers without using exploitative engagement tactics. The games are designed to add genuine value rather than extract time and money.
2
Newspapers faced monopoly disruption that forced innovation Craigslist destroyed classified advertising revenue; Google and social media fragmented audience discovery. Rather than compete on traffic through search and social, The Times pivoted to a subscription-first, destination strategy in 2015, using high-quality journalism, food coverage, and games as reasons to pay. This pivot succeeded because it reversed the unbundling strategy that most news organizations had adopted, creating a bundle of content worth paying for.
3
Games aren't designed to exploit, they're designed to respect The New York Times explicitly avoids the mobile game industry's playbook of extracting maximum time and money through addiction mechanics, variable rewards, and dark patterns. Instead, their games are transparent about mechanics, designed to end naturally, and crafted to provide joy without hidden monetization. This approach reflects a brand commitment to making people 'more thoughtful every single day' rather than more addicted.