Business
57 min

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

Freakonomics Radio

Featuring: Eric Zimmerman

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Summary

{
  "summary": "This episode of Freakonomics Radio explores the concept of play and games, and how they contribute to our cognitive, physical, social, and emotional well-being. The host, Steven Dubner, discusses the topic with Eric Zimmerman, a game designer and professor of game design at the NYU Game Center. They talk about the importance of play, the definition of a game, and how games create meaning for players....

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Key Takeaways

Play is essential for cognitive, physical, social, and emotional well-being.
Games can create meaning and engage people.
The New York Times is embracing interactive content and games.
The 21st century is considered the 'Ludic Century' due to the rise of digital technology.
Games are a way to understand and interact with complex systems and information.

Notable Quotes

Games are an ancient form of human expression which for me have always been about systems of information.

The point of the ludic century is that games can be a way of understanding the way that media and culture and entertainment are shifting in our present day.

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.

Chapters

Introduction to Play and Games
The Definition of a Game
The Ludic Century
The New York Times and Games

Resources Mentioned

The New York Timescompany
Freakonomics Radiopodcast
Eric Zimmermanperson

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