By Jeffrey Hu

Mini-Game Madness: NYT Taking Over School Gaming

Who doesn’t like New York Times games? From creative riddles to logic-based brainteasers, the New York Times offers a variety of puzzles suitable for people of all ages. Since the launch of The Crossword in 1942, the New York Times has published daily engaging logic puzzles. Today, it has grown into an empire, far beyond the crossword, to ten games that people enjoy all over the world. These games consist of brainteasers or word riddles designed to evoke creativity and provide entertainment. 

Lately, these puzzles have surged in popularity among Gilman students. Throughout the hallways and in every classroom, there is sure to be someone playing one of these beloved games. Although students play all ten games, some have proved to be much more popular than others. According to a poll sent out to the student body, Gilman’s most played game is Connections, the premise of which is to group words with a common theme. This quick and simple game requires creative thinking and word logic, making it a delightful game that students play daily. 

The second most played game is The Mini Crossword, a bite-sized version of The Crossword. This game is loved by many, as it provides a slight spin to a classic game. Suli Leheny ‘26 remarked, “I like the Mini Crossword because it’s quicker, takes only a minute or two, and you get a lot of clues.” Interestingly, this game is played by four times as many students as the whole crossword, most likely because The Crossword requires a paid subscription, while The Mini Crossword is free. 

Tied for second is Wordle, a word-guessing game in which players must pinpoint a keyword in the least amount of guesses. Two years ago, this game took the internet by storm, becoming undoubtedly the most recognizable game. Since going viral, it has remained the NYT’s most popular game nationwide.

In the middle of the pack is Strands, their newest game. While it was released only two months ago, it has taken the school by storm. Essentially, it is a word search with a few twists. Instead of the letters within a word being vertical, horizontal, or diagonal, the words in this game can take any form. All the words follow a common theme that varies daily. Since its release, Mikey Savage ‘26 has been mesmerized by this game, commenting, “My favorite game is Strands because it's really creative, and it's a nice way to start my day.” 

The two least popular games by far are Tiles and Vertex, both of which are related to images rather than words. Relative to the other games, these two are much more complex and challenging to understand for beginners. While most have tried these two games at least once, the arduous design prevents people from wanting to play regularly.

Despite a slight correlation, a game's popularity does not directly correspond to how much students enjoy it. The engagement of a game in contrast to its popularity reveals the intricacies of what makes a game enjoyable. While Connections was the most widespread, it was only the second most favored pastime. In contrast, the student body’s favorite game was The Mini Crossword, taking over one-third of the votes. Vivek Raghavan ‘26, an avid enjoyer of the New York Times, believes this disparity is due to the increased creativity required by The Mini Crossword. He stated, “My favorite game is The Mini Crossword because it requires general knowledge, and I believe it's the hardest.” 

Surprisingly, Spelling Bee and Sudoku, played by about one-fourth of students, were each only favored by one person. While popular, these two games have yet to enthrall the students and are likely only a last resort for most students. On the other hand, Tiles and Vertex were understandably nobody’s favorite games, having hardly any players. 

Additionally, Wordle, played by over 90% of students, was the first choice of less than 20% of them. While it was the hottest game two years ago, its popularity has since waned. Still, the Wordle has a special place in many hearts, including Tony Incontrera. Coach I remarked, “I do it with 15 family members a week. We have a group chat, and all do the Wordle every day, so it's a good way to stay in touch with your family and see how I’m doing with the rest of my relatives.” He began this practice over the lockdown for COVID-19 and has since completed the Wordle 832 times. Therefore, these simple games provide entertainment and serve a deeper purpose, acting as a means of connecting people. It is impressive how a small activity can have such a tremendous impact on people’s lives. 

In every part of the school, someone is always enjoying this pastime. The people love these games, with over one-third of students playing one or more of them every day of the week. However, one-fourth of students play only the five school days. This is reflected in the fact that nearly two-thirds of students actively play these games in class when they are supposed to be learning. Relative to other mechanical and more engaging video games, these activities are much more easily concealed from teachers, who think students are merely doing work on their computers. 

Other than in class, students also play during passing periods. Within these twenty minutes of transition, students often use these games to relax and pass the time. Vivek is one such student, stating, “These minigames are an enjoyable pastime to entertain me and kill time during passing periods.” Students also play before and after school, but not as often. Overall, the primary function of these games appears to be to entertain students bored in class.

While these games are a fun activity for students and teachers alike, it is concerning that so many students play in class. If kept unchecked, this could have severe implications on education. One thing is certain: the popularity of the New York Times games is rising, both at Gilman and nationwide. They are indefinitely a staple of this generation.