Freakonomics Radio· Folge 675
675. Has the New York Times Become a Games Company?
Freitag, 15. Mai 2026 · 57 min
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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 (freakonomics.com/we-are-all-gamers-now).”)
• SOURCES:
• Alex Hardiman (nytco.com/person/alex-hardiman), chief product officer at The New York Times.
• Jonathan Knight (linkedin.com/in/jk00011), S.V.P. and general manager for New York Times Games.
• Eric Zimmerman (gamecenter.nyu.edu/faculty/eric-zimmerman), game designer, professor of game design at the N.Y.U. Game Center.
• RESOURCES:
• "Wordle Is a Love Story (nytimes.com/2022/01/03/technology/wordle-word-…)," by Daniel Victor (New York Times, 2022).
• The Rules We Break: Lessons in Play, Thinking, and Design (amazon.com/Rules-We-Break-Lessons-Thinking/dp/…), by Eric Zimmerman (2022).
• Thinking Inside the Box: Adventures with Crosswords and the Puzzling People Who Can't Live Without Them (amazon.com/Thinking-Inside-Box-Adventures-Cros…), by Adrienne Raphel (2020).
• The Grasshopper: Games, Life and Utopia (amazon.com/Grasshopper-Games-Life-Utopia/dp/15…), by Bernard Suits (2005).
• Rules of Play: Game Design Fundamentals (amazon.com/Rules-Play-Design-Fundamentals-Pres…), by Katie Salen Tekinbas and Eric Zimmerman (2003).
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