Key takeaways
- The New York Times reports that subscribers who engage with both news and games in a given week are the most likely to stay long-term (2023).
- NYT Games puzzles were solved more than 11.2 billion times in 2025, according to the paper.
- At The Times in London, playing on two consecutive days rather than once a week comes with a 9-point retention gap (2025).
- At Le Parisien, games target only 2 to 3% of total audience, but those users are loyal and stay a long time (2024).
- All of this is correlational: players stay, but that does not prove the game alone keeps them. Measure the effect on your own audience.
Why does a daily game bring people back every day?
A daily game works like an appointment. Today's puzzle is unique, the same for everyone, and replaced tomorrow: the only way to play it is to come back. A round takes a few minutes, ends cleanly, and leaves a concrete reason to return the next day.
Wordle showed how powerful the format can be. It had 90 players on 1 November 2021 and more than 300,000 on 2 January 2022, according to Silicon Republic. No acquisition campaign explains that curve: the shareable grid of coloured squares, which shows your result without spoiling the answer, acted as daily word of mouth.
Three ingredients show up in the games that build loyalty:
- scarcity: one puzzle a day, no endless play, so there is something to look forward to tomorrow;
- a shared puzzle: everyone solves the same grid, which makes comparison and conversation possible;
- brevity: a few minutes is enough, so the game fits into a routine (coffee, commute, break).
What has The New York Times measured?
The New York Times documents this link more than any other publisher. In September 2023, it told Nieman Lab that a subscriber who engages with both news and games in a given week is more likely to remain a long-term subscriber than one who uses any other product or combination of products. Jonathan Knight, head of games, sums up the strategy: "Come for the news, stay for games."
The same article explains how new games are judged. Reach matters, but retention is king: the paper sees users playing every day for 7 days, and every day for 30 days, as especially telling indicators. Connections, which opened in beta on 12 June 2023, earned its place by performing well on those measures right away.
Wordle was the commercial proof. In its first-quarter 2022 results, the company wrote that the game brought "an unprecedented tens of millions of new users", many of whom stayed to play other games, driving its best quarter ever for net subscriber additions to Games (The New York Times Company, May 2022).
In November 2023, CEO Meredith Kopit Levien pointed to Connections, then played by more than 10 million users a week, as evidence that non-news products work as on-ramps to the bundle (Nieman Lab, November 2023). That strategy has its own resource: NYT Games and the subscription bundle.
Do other publishers see the same effect?
Yes, with smaller but consistent numbers.
At The Times in London, Lisa Stevens, head of subscriber engagement and retention, reported in May 2025 a 9 percentage point retention gap between subscribers who play once a week and those who play on two consecutive days in a week (Press Gazette, May 2025). The paper added that three quarters of its subscribers were not puzzlers, which is why it launched Quizle, its first new puzzle in ten years.
On apps, the 2026 report from Pugpig, a media app vendor, says users who play games open their app 2.7 times more often than those who don't. The study draws on more than 440 apps from 140 publishers; it comes from a vendor and was published as partner content.
In France, La Revue des médias, published by INA, described the same logic in April 2024. At Le Parisien, the target for games is "2 to 3%" of the paper's total audience. "It seems small, but these are loyal users who come several times a month and stay on the site for a very long time," said Guillaume Bournizien, its digital marketing manager. The paper kept its games free "for now": the goal of this first phase was to grow traffic and build a habit, for fear that asking for a subscription straight away would push loyal users away. Marion Wyss, co-founder of the audience consultancies Poool and The Audiencers, noted in the same piece that the more often a user returns to a site, the higher their subscription conversion rate.
Correlation or causation: how should you read these numbers?
These figures describe an association, not proof that the game alone keeps readers. A title's most attached readers are also the ones who explore its secondary sections: they play because they are loyal as much as they are loyal because they play. None of the publishers above has published a controlled experiment isolating the effect of games.
Two precautions before you apply these results to your own site:
- compare like with like: readers who arrived in the same week, through the same channel, with and without exposure to the game;
- keep a control group when you can, for example a share of traffic that does not see the game module for a few weeks.
Vendor figures such as Pugpig's help set an order of magnitude, but they come from companies that sell engagement tools. The most reliable evidence is still your own audience: the integration guide covers the KPIs and a simple test protocol.
What makes a game build loyalty?
Not every game creates a habit. The examples above share a few traits:
| Trait | Why it matters |
|---|---|
| One puzzle a day | Creates anticipation for tomorrow |
| The same puzzle for everyone | Enables comparison and sharing |
| A round of a few minutes | Fits into a routine |
| A clean ending | Players leave satisfied, not drained |
| Streak tracking | Makes regular play visible |
The last point has its own resource, streaks and daily habits. Variety matters too: offering several mechanics (words, numbers, logic) reaches readers who never cared for crosswords, which is exactly The Times' bet with Quizle.
Closeness to editorial content also plays a role. The New York Times offers its games in a "Play" tab inside its news app, to build the "news plus games" habit in one place. In France, Ouest-France told INA it wants to "build a bridge between games and articles", so that players end up reading.
Where SIWA fits
SIWA offers 16 daily games in French, word and logic, with a new puzzle every day that is the same for every player. They embed in your site with an iframe, in your colours and fonts, and a dashboard tracks daily active users, sessions, completion rate and top games. You pick the games that suit your audience, from Tusmo for word lovers to logic puzzles. Details are on the pro page.
Sources
- The New York Times finds a match with the word game Connections
- The New York Times hits 10 million subscribers by using non-news products as an on-ramp
- The New York Times Company Reports First-Quarter 2022 Results
- See the Hardest Wordle Puzzle of 2025 — That Ended 36,000 Streaks
- Wordle: The online word game that has gone viral
- Times adds subscription sharing in bid to improve retention
- More people spending time on mobile apps, new report finds (Pugpig partner content)
- Jeux en ligne : un casse-tête rentable pour les titres de presse