Wausau Pilot Monetizes Games with Local Sponsors

Wausau Pilot and Review, a local online publication in Wausau, Wisconsin, USA, recently launched games with PuzzleMe. The company sold puzzle sponsorships to local businesses, so their ads could appear right above the games solvers would spend 10 or more minutes on. We spoke with Shereen Siewert, founder of The Wausau Pilot and Review, about her journey with puzzles. 

I wanted to start with how you got into starting Wausau Pilot. I know you used to be on air and you were a reporter before that, so I just wanted to know how this came about for you. What was the spark?

I worked many years in radio, and I still have part-time work with Wisconsin Public Radio, but this is very separate from what I do there. I worked for the Wausau Daily Herald, the local newspaper, for quite a few years. Then I was with USA Today’s investigative team at a time when print newspapers were really starting their downward spiral. We saw so many layoffs and cuts in our community news. We saw newspapers here in Wisconsin shifting toward a more regional model, and a lot of the community news was going away.

It troubled me enough that I left the organization and worked for an alt-weekly print newspaper for a year as their news editor, but I was really dissatisfied with that too; there was such a lack of hard news and accountability reporting and I missed that. The community needs that. Ultimately, my husband encouraged me to look into launching my own news organization. As I did my research, I was lucky to have a friend who is wealthy and was able to donate a grant to get us started. I approached him with a business plan, and he granted us startup funds.

I launched this in March of 2017 as an online-only publication, just a one-woman operation at that time. I had already built up a pretty significant reputation as a journalist here in town; my name was well-known in the community. I had a lot of social media followers already and was able to capitalize on that to get the word out. We grew very quickly. Initially, we had a few hundred readers, which grew to a few thousand, and it wasn’t long before we had 20,000, 30,000, 40,000 people a day reading our publication, and I was able to add more staff.

Over the last few years, we’ve evolved into the community’s primary news source. The legacy newspaper has a very diminished presence here; they don’t even have a physical location or a local editor in Wausau. It’s very regionalized, and one of our two main local news channels also laid off pretty much their entire reporting staff. Because I grew up loving newspapers, I wish I could do a print edition, but it’s just not in the cards cost-wise. We’re trying to be what the city’s newspaper, the Wausau Daily Herald, once was, just delivered digitally. We do a lot of government accountability, school, election, business and crime reporting. Because we’re a nonprofit, we are free to everyone and rely on grants, donations from readers, and we supplement that with some advertising and underwriting.

Part of being the community’s newspaper is looking back at what the Wausau Daily Herald historically provided. Part of that isn’t just the hard news; it’s the community stuff. We publish obituaries three times a week for free – we don’t charge hundreds of dollars, because we have a sponsor who underwrites that as a community service. And part of having a community newspaper is offering some fun stuff, too, and that’s where the puzzles come in. I loved doing the crossword every day in my morning newspaper, and now I don’t get it at my house anymore.. We’re trying to replicate those things that people have been missing in a cost-effective way. For a long time, I’ve been looking to add a puzzle of some sort, a horoscope, and those kinds of things you used to get when your newspaper landed on your porch.

That’s why we decided to experiment with the puzzles and see how people liked them. In addition to that, we do a recipe of the week, a cocktail of the week, and a stargazing report every Friday. People love that stuff. Of course, most readers are drawn to the hard news, but the really engaged and loyal readers love those extra features. If we can make that work in a cost-effective way that isn’t a huge drain on our resources—not only money but also time—then that’s how it makes sense for us.

That’s a pretty cool story and a great ambition to replace the daily newspaper. What does your relationship with your audience look like? Is it primarily through social media or email? How do most people discover your content?

We have a large social media following, but I’ll be honest; our Facebook page is just a cesspool. The comments are awful, and it’s impossible to police that in a meaningful way. Time is a limited commodity when you have a tiny staff and monitoring comments is a full time job, even with a handful of volunteers who help us with it. We have a twice-a-day email that goes out to roughly 38,000 subscribers. One goes out at about 6:30 in the morning, the other at 5 o’clock. That’s a great way for us to showcase our top stories. The puzzle always goes in the morning email. It sometimes goes in the afternoon email. Some people just bookmark our page, and we also have an app, so people get content through the app too.

It sounds awesome. Other newsletter-focused companies find that games are really helpful for improving open and click rates because people open the newsletter specifically to find that section. It’s pretty cool that you’re doing that.

This morning, I forgot to post the puzzles in the morning email and people noticed – which tells me something about how much they enjoy it. I can tell you, the people who emailed me this morning about the puzzle not being there didn’t just send an email; they responded directly to the morning newsletter asking, “Where’s my puzzle?”

I wonder what the motivation was for starting the puzzles and games now? It’s been about six months since you started. What prompted the idea to take action?

It all started really when I was reading about The New York Times buying Wordle and how people are so addicted to those games. I thought it was a good time to try a game and see how it goes. I found you through a search. I looked at your page and the publications using your puzzle and wondered if it was something we could afford. That’s how I ended up reaching out. I love puzzles myself and I still play Wordle every morning.

On the creation side, are you personally creating the games? What was the decision-making process for which games to have and how often? I know there’s a Sunday crossword, which is thoughtful since people have more time on Sundays. Could you provide some insight into the thought process behind the final formats you chose?

I knew I wanted something like Wordle, so I did that, and also like the Spelling Bee from The New York Times, so I do the Word Flower. I know people love Sudoku, and I saw an example of someone who did an “impossible” Sudoku, and I thought that would be fun. Then I chose the Word Search. I wanted to start with a manageable amount, so four seemed like a good place to start. Those made sense to me, but that doesn’t mean I won’t look at others, like the jigsaw puzzle. Now that I have a workflow down that makes it easy, time-wise, to get those out, I may add another puzzle or two. Then I’ll make a big splash with readers and say, “Hey, we’re going to try this, tell us what you think.” It’s a good way to interact with them, too.

I’m interested in your relationship with your sponsors, particularly for other local businesses. Was there a pitch around selling the ad space around the puzzles? How does that work? I saw a restaurant advertising on the puzzle page recently.

I was talking with our marketing person and mentioned that the puzzles are doing really well and asked her to think about who might be a good sponsor. We have the ability to put a sponsor’s logo and an ad with the sponsorship. She thought of a business whose budget would work well. She had somebody in mind that she went to and said, “I think this is a good opportunity for you. It’s right within your budget, and people really like it.” It wasn’t a hard sell.

I also have another business I’m thinking about approaching. That’s how we do it. We think about what price point we need to make this work and what kind of business this aligns with. It helps to be a local business selling to a local advertiser. You already have a relationship; they’re familiar with you and your product. They probably play the puzzles themselves, or at least they’ve seen them, so they know people are seeing them. Having that local connection definitely matters.

“It helps to be a local business selling to a local advertiser. You already have a relationship; they’re familiar with you and your product. They probably play the puzzles themselves, or at least they’ve seen them, so they know people are seeing them.”

You said the puzzles are doing well. What does that mean to you exactly? What were you expecting to happen, and did they exceed your expectations? How do you measure that?

Users are engaged for a pretty long time. I also consider the fact that when the puzzle was missing, six people took the time to email me and say, “Where’s my puzzle?” That, to me, is a really good indicator that they’re enjoying it. The puzzles have become part of their daily routine.

“When the puzzle was missing, six people took the time to email me and say, ‘Where’s my puzzle?’ That, to me, is a really good indicator that they’re enjoying it.”

That makes a lot of sense. Finally, what’s your favorite thing about PuzzleMe?

The cool thing is just how it works. Once you have it down, it works great. I love that we can see analytics, which is important if you’re selling it to somebody. You can say, “Look, they’re spending four minutes on this page, and during that time, your ad is right there.” I’m really glad that you include those kinds of things.

“I love that we can see analytics, which is important if you’re selling it to somebody. You can say, “Look, they’re spending four minutes on this page, and during that time, your ad is right there.” I’m really glad that you include those kinds of things.”

How TAPinto Uses Games to Boost Local News Engagement

Nishant: This year we’re looking forward to having a lot of these conversations with people in the media industry and talking about games and publishing. Particularly with you, I’d love to explore the local news angle. Could you start by giving us some background about TAPinto?

Michael: Yeah, that sounds great. I started TAPinto 16 years ago. I created an all online local news site in New Providence, New Jersey. I wanted to do something where I could help with the community, do something I really liked to do, and I could see my wife and son. So I started this local news site in New Providence and within a few weeks, people in our two neighboring towns, Berkeley Heights and Summit, reached out to me and said, “Hey, we heard about this. Can you start it in our town?”

And I did. And I soon found myself running three local news sites myself and I’ve left my job in New York to do it full-time. And my original vision was just to grow those three sites. They traffic, their revenue, their content. Over a period of about two to three years, we did that and we built them the profitability. We were able to bring on a full-time editor and reporter. But I kept getting more and more requests from people to expand to their town. and I had to say no, because I couldn’t do any more local news sites myself.

I was thinking about how could we expand yet keep it really local. So about 11 years ago now, I just I I came up with this idea of applying a franchise model to a local news, which to my knowledge, had never been done before and hasn’t been done since. And so yeah. We started franchising where we provide the infrastructure, the support, the training, et cetera, and today we have about 95 franchised TAPinto sites. Most are in New Jersey, but we have a few in Florida, one in New York, one in Pennsylvania, and we can franchise them pretty much any state in the country.

We were looking for a way to engage our readers in something that wasn’t news and content-related. And that’s how we got to Amuse Labs.

Nishant: It’s a fascinating business model. Franchisees in publishing is not something I’ve heard of before. Just double-clicking on the process for sort of starting games – Could you just give me a zoomed-in picture of how those conversations started?

Michael: Initially it was thinking about how we can further increase reader engagement with TAPinto. Our sites are objective and we’re reporting the local news and I would say 90% of what we report is is positive, but it’s also important to give people an outlet to do something fun and yet still being able to engage with their local news site. That’s how the idea for games came about. Then I found Amuse Labs and I thought it would be like the perfect fit for us because we could implement this across all of our sites. Our franchisees do have the option of opting out, but every single one has games on their site from Amuse Labs. What we also decided to do was in addition to building it onto the site, we also have it appear in our daily newsletter that goes out each of our for each of our sites. So people are getting their news and they can play the games right in the newsletter, which is great too. We are really happy with the partnership and our readers are playing the games, not only from the statistics of them playing the games, but we’ve got emails from readers, like “Hey, you know, I can’t find the games today!” and then we’re like, oh, here it is. We know our readers now really look forward to it too, which is great.

“It’s also important to give people an outlet to do something fun and yet still being able to engage with their local news site. That’s how the idea for games came about. Then I found Amuse Labs and I thought it would be the perfect fit for us.”

Nishant: Talking about this a little bit from an editorial standpoint, what went into the game you chose to begin with? Did you start out being like you wanted to do a crossword?

Michael: We actually have an advisory council composed of franchisees. Once we decided on Amuse Labs, they’re the ones that vetted the games and they said they they give me feedback as to what games they felt our readers would most enjoy and those are the ones that we placed on TAPinto. I’m a crossword person, so I was glad to see that they chose that as one of the games. One of the things that’s really important here at TAPinto is we really take the input of our franchisees seriously.

Nishant: How do you go about sourcing content? Did you hire a crossword constuctor? 

Mike: We use the automated system that you guys have so don’t vet the game content, and you guys do a good job. Because of our model, we wouldn’t have the time to do it nor would we have the knowledge to do it. 
The standard puzzle experience works well, since our readers really seem to like it. So I don’t see us doing that.

One thing that we have introduced recently is the ability for businesses to sponsor the games. 
And so we’re hopeful that over the next year, there will be businesses in our local communities who will see the value of sponsoring it because their name will be attached to the games, I think is a really positive thing for them. We’ve added that to our media kit for 2025 so we’ll see what happens with that.

Could you give me an initial sense of how you imagine these sponsorships going, are you thinking of doing ads on the game pages? 
What would the sponsorship pitch look like to advertisers?

We would put a games block on the site and then we have the games block in the newsletter. 
The idea would be that it would say on the block itself in both places, “Sponsored by..” with their logo. And then when you go to the game’s page at the top, it would say “Sponsored by..” with their logo. The logo would click through to their website and that’s a clean way that doesn’t interfere with the reader experience. If I was a business owner in a related space, it’s a place where I’d want to be. Also, if I’m the owner where I’m a pillar of the community, giving back by sponsoring the game section is also a really good idea for a business.

“The customer service has been has been great. You guys are always very easy to work with, so we really enjoy the partnership.”

And finally, how do you like working with Amuse Labs?

The customer service has been has been great. We really love the product. A lot of other products cause issues for the website, like slow it down or cause conflicts. We didn’t have any issues like that with Amuse Labs, which was great. You guys are always very easy to work with, so we really enjoy the partnership. That’s great to have.

Scientific American Launches Games: A Conversation with Sarah Lewin Frasier

Scientific American recently launched SciAm Games, their brand new games offering with a variety of puzzles, including crosswords, jigsaw puzzles, Spellments, and more. Sarah Lewin Frasier is the Assistant News Editor at Scientific American. We spoke with her about SciAm’s motivation behind launching games, long-term plans, and much more. Here’s a lightly edited transcript of our conversation:

Could you shed some light on the journey of games on Scientific American online, how it started, and how it came about?

Scientific American actually has a long history with games. For example, the mathematical games column by Martin Gardner was started in the fifties and ran all the way into the eighties. Other than that we’ve had other relatively short-lived puzzle sections like Mind Games in our former magazine, SciAm MIND, that included brain teasers by Mensa members. And we’ve also had crosswords in print before, and a science-themed version of Sudoku online.

Today, casual gaming is a way that a lot of people connect with news sites. So it seems like a really interesting time to try games again. For my part, our editor-in-chief, Laura Helmuth, asked me whether I’d like to pull together a games section and she was open to everything in regards to implementation. So through my discussions with her and with our president Kim Lau, we settled on a strategy that tries many different kinds of games because we don’t know exactly what our audience is going to be most interested in. But the key idea is that every game one way or another will tie back to our news coverage.

So people who are there to play the fun games would find out about interesting science news and people who are there for the science news might try games because they get to learn new interesting things. That was what we started with. And then our current game lineup is what came out of that set of discussions. And also with that, what Amuse Labs was able to offer and use.

Could you tell me a bit about how you decided the game lineup? Quiz, for example, is a game that lends itself very easily to a Scientific American audience. But what about the others? I’m interested in knowing what went behind those choices and how you adapted these games to the Scientific American brand.

When we originally discussed introducing games, the main thing we knew was that we were going to use quizzes. But we don’t have the staff to devote to a daily quiz. Therefore we decided that we would do weekly quizzes and find other things that could fill in the rest of the week so people would continue to come back. Our version of the word flower, which we’re calling Spellements, was a way to do that. The way Spellements is played is you form a bunch of words out of a set of letters provided each day, and you get extra points for a pangram, which is a word that uses all the letters. My idea was that the pangram could be a word tied to one of our science stories.

Originally, the idea was when you find that word, there would be a pop-up that would show you the story. We haven’t been able to do that yet, but it’s a work in progress. Nonetheless, we have found other ways to make that connection clear. We provide a hint that has a link to the Scientific American article that the story is from.

The thought of using that particular game came from just thinking that it is a really fun game. It’s a little bit less well known, although people are familiar with the New York Times one but there aren’t many different clones of it. So we thought it might be something people thought was fun from day to day and the news part would be sort of like a little bonus. We also have weekly math puzzles which are mostly drawn from our partner site in Germany.

Jigsaw puzzles actually were Amuse Labs’ suggestion. It never occurred to me that people would want to do online jigsaws. But apparently, they do. And you know what? When I tried one, I was like, oh! this is actually really fun. I built a really big one and I was working on it through a couple of meetings at one point. As science is very visual and great images are coming through every day, incorporating jigsaw puzzles was a natural fit.

“With our first crossword, we received great reader feedback—they really liked the embedded links to our news articles.”

I don’t think I’ve mentioned this yet, but we’ve done one crossword, and we’re actually planning to make it a monthly feature that ties into our issues, also through Amuse Labs. With our first crossword, we received great reader feedback—they really liked the embedded links to our news articles. So if you’re not already familiar with a topic or just curious to learn more, it’s really easy to click through and read about it. I saw positive comments about that.

Our first crossword wasn’t tied to any particular issue; it was more of a test. But we’re hoping that having a focused crossword each month will create a nice loop of people reading the issue and trying the crossword. These are some of the ways we’ve tried to figure things out.

Great. Do you have a personal favorite among all the games that Scientific American has launched?

You know, I didn’t expect it, but I really do like the jigsaw puzzle much more than I thought I would. We keep them relatively small for people playing on mobile, but I made a 100-piece puzzle of this beautiful nebula just to test it out, and it was so fun to put together. It’s very meditative. I think we’ll stick with the smaller ones that work on mobile for now, but maybe every once in a while, we can add a larger one for people to enjoy.

“The multiplayer feature is really cool and something you don’t see in a lot of other places.”

There is another thing I wanted to mention. I haven’t fully tested out the multiplayer feature yet, but I think it’s really cool and something you don’t see in a lot of other places. We’re planning to do some social videos, maybe on TikTok, showing people collaborating on these games because I think many people don’t realize that’s an option. And I think it could be a lot of fun.

What do you think about monetization and the business side of this internally? Do you and SciAm have a vision for how you’ll monetize this offering? Is there a paywall coming? Could you give me a sense of how you’re approaching it?

Yeah, so right now, we’re focused on gaining players and seeing how it goes. Eventually, we will consider putting it behind a metered paywall. So it might be a situation where you can access the games with a free sign-up, but then we have your information and can better track your activity. Or, the games might eventually go behind our regular metered paywall, meaning you can play a few times before you’re prompted to log in. We’re not exactly sure when that will happen—it really depends on the uptake and how many people are playing these games. It might not apply to all the games.

I wanted to delve into how you understand the Scientific American audience compared to, say, a general New York Times audience. The game space is pretty crowded now, with the Times and others jumping in. How does Scientific American plan to stand out or carve its own niche in that market?

Yeah, so I think our audience is naturally curious about science and the world. Of course, some people who read The New York Times share that interest too, but our focus is more specific. We write for a general audience but with a particular emphasis on those interested in science and learning about the world. Ideally, playing our games helps people do just that.

If you play a standard word game from another outlet, you might finish it and think, ‘That was fun,’ and move on. But with our games, we hope that by playing, you’ll encounter something really cool or interesting that deepens your understanding of the world.

“If you play a standard word game from another outlet, you might finish it and think, ‘That was fun,’ and move on. But with our games, we hope that by playing, you’ll encounter something really cool or interesting that deepens your understanding of the world.”

We also attract a lot of educators and students. For example, one of our most perennially popular articles is about making elephant toothpaste, a classroom experiment. So we’re always thinking about how to reach those audiences and offer fun, engaging, and educational science content.

Our current lineup of games doesn’t have that element yet, but it’s something we’re considering. We want our readers to take science seriously but also enjoy having fun with it. For instance, we recently had a story about how elephants name each other and call those names across the savanna—just one of those weird and interesting science facts that people get excited about and like to share. I’m not a specialist in audience data, but from what I’ve seen, these quirky and intriguing science facts really resonate with our readers.

Can you tell me a bit about the content and editorial side of things? Who designs the games? Are they created in-house or do you work with external constructors? What’s the structure?

Sure. For our crosswords, we hired an external constructor because crosswords are quite challenging to design. We’re working with a really talented constructor who has worked with The New York Times and various other publications. She’s been excited to dive into the science theme.

The news quizzes are written by one of our editors, Allison Parshall. Currently, I handle the rest of the content, but we’ll see how long that continues. For Spellements, the workflow has recently changed. Initially, the Amuse Labs team would send me a list of options, and I would select words that matched our news coverage. This week, however, I sent them a large list of potential words, and they are checking which ones would make great puzzles.

For each word, I write a clue and a solution version. For example, ‘These members of the periodic table do x, y, and z, as described in this article,’ with the pangram being ‘Atoms’.

For jigsaw puzzles, I collaborate with our art team to find images with the appropriate rights. That’s often the main hurdle. I also write a little blurb explaining what you’re looking at.

For math puzzles, that aren’t from Amuse Labs, I’m adapting them from our partner sites or sometimes just using an old puzzle I remembered from middle school.

Even though our audience isn’t huge yet, it is an engaged audience. It reminds me of our newsletter audience. For instance, we call out people who find interesting science words in Spellements that aren’t in the dictionary. Our newsletter is a lot like the games. It is a smaller subset of the audience but it is very responsive. Our newsletter editor, Andrea Gawrylewski often gets questions or suggestions, and we even used her survey to help choose the name ‘Spellements’.

So, I’m optimistic. It’s early days, and not many people know about our games yet, but those who do seem to really enjoy them. There’s definitely room for growth.

Finally, how have you found working with the team at Amuse Labs? Would you recommend us? Anything that stood out to you?

It’s been good so far. I think the product support team has been really helpful in fixing issues and finding ways to meet our goals, like integrating the games with news content. While we’re working with games that aren’t yet designed for that purpose, the product team has been great at figuring out how to make it work.

They’re also very responsive to user experience suggestions. I’ve sent in a few tweaks, and while none have been implemented yet, I appreciate that they pass the feedback along. Overall, the workflow and communication have been good.

“Most people are looking for fun, interesting games based on familiar archetypes, like jigsaws or word flowers, and Amuse Labs excels in providing those.”

If the games that Amuse Labs offers fit what you’re looking for, they’re a great option. However, if you’re after a game that’s never been seen or heard before, you might want to consider developing it yourself. Most people are looking for fun, interesting games based on familiar archetypes, like jigsaws or word flowers, and Amuse Labs excels in providing those.

What Can Games Do for The Boston Globe? A Conversation with Daniel King

Boston Globe Games Screenshot

The Boston Globe launched a brand-new games hub in April 2024. We spoke with Daniel King, Director of Games at The Boston Globe, about his experience setting up the games hub and his long-term plans for games on Boston Globe Media. Here’s a lightly edited transcript of our conversation:

I want to start by asking you a bit about your journey with games. How did you get started in this space and what’s your current mandate at the Boston Globe?

I started by making amateur board games myself when I was in college – I thought making board games was a faster way to start game design than video games. It’s a little easier to get started because you don’t have to program anything. I made some board games and entered into competitions and did pretty well. Then I was able to build a career off of that.

And of course, now I’m working at a news organization on their games. Newspaper games are their own niche. It is a very particular type of game design that comes with some real restrictions and some real challenges, but also a lot of freedom because you’re making pen-and-paper games where the human being is the computer in a lot of ways.

As the Director of Games, my job is to explore what games and gamification can do for the Globe, on Boston.com, or anything else in the Boston Globe Media Partners sphere. Right now, the focus is on The Boston Globe’s games page – these six games on this one page – making that as good as possible, and then we’ll go from there.

Can you provide us with some context on how this decision to invest in games came about at the Boston Globe? It’s a crowded market – how is the Globe trying to find its place in it?

The big thing is it’s all about engagement, right? People return to games daily. Hopefully, people will come to the Globe for the news, but we also understand that news fatigue is real, and that audiences can appreciate a diversion. Creating a habit-building daily game experience is a great way to get people to come back to the paper every day even if they’re just coming back to solve the Mini Crossword. They come in, they open the Globe website, and maybe while they’re there, they’ll look at the front page. It gives people something to check in on every day.

“They come in, they open the Globe website, and maybe while they’re there, they’ll look at the front page. It gives people something to check in on every day.”

If I’m thinking about grander ambitions for it, games have the potential to be cultural touchstones. Something that you have in common with people and can talk about over the water cooler, “Wow, I did the Mini in less than a minute today”. Creating a tiny little cultural touchstone for New England.

Could you give me some insight into your day-to-day operations as Director of Games at The Boston Globe?

My responsibility is to own our current games page, and in the future to own whatever games are in the world of Boston Globe Media. I am curating the jigsaw puzzles. I create and schedule for WordroW. There is some puzzle-design work I do, but I’m not a professional crossword editor.

My biggest job is to evaluate how things are going and to look for new game opportunities. Should we take this game out? Should we change this game based on feedback? Can we add a full-screen mode? I read all the emails, and get feedback from players.

What does it look like to create a games offering specifically for The Boston Globe audience?

We know a lot about The Boston Globe audience. We get a lot of feedback, and we know what they like. We knew people wanted access to more crosswords. People asked us, “How can I find the old crosswords?” So we have the archive now. We publish Sudoku in the newspaper, so it was a natural decision to also offer an online version.

Jigsaw, WordroW, Word Flower – those are experimental. In some ways, I see Crossword, Mini, and Sudoku as classic offerings for a newspaper site. But the other three, I want the players to tell us if they don’t like them. That hasn’t been the case so far. All the games are getting played.

Is there a synergy between the online games at the Globe and what you do in print?

I think right now, our goal is to make logic puzzles and word puzzles and math puzzles that our audience enjoys, regardless of digital or print. All our games are arguably playable on paper. WordroW is a game you could play on paper with another person. Word Flower, too. So for now, I’m very interested in staying in that space of simple logic games that give people a chance to exercise their brain a bit and have some fun.

I think that’s what people come to newspaper games for. They want a digital experience that mimics the traditional habit of opening the paper and playing sudoku or crossword. That’s the habit they’re trying to recreate on their phone, so staying in that world is good for us now. But that could change.

“That’s what people come to newspaper games for. They want a digital experience that mimics the traditional habit of opening the paper and playing sudoku or crossword.”

It’s a tricky choice, whether to make games free or put them behind a paywall. How do you think about it?

We know that we have loyal subscribers and our first priority is to improve the experience for them. We want to give them more to interact with. And just like the paper, parts of our games section are not paywalled to allow folks to sample the content.

Right now my focus is on the thousands of people playing the crossword every day. We want more of our existing readers playing and to have them playing more frequently. The crossword remains, by far, the subscriber favorite. The Mini Crossword is also doing well. It’s very popular. We’re definitely creating a new habit with the mini.

Do you plan to monetize the games, especially those that aren’t behind a paywall, using ads?

I see a lot of possibilities with marketing or ad integration, even though that’s not really my main focus. I do have a grand ambition of selling a sponsored game – it’s at least something I’d like to experiment with.

Who are some organizations you’re inspired by?

It’s always easy to say The New York Times. They invented this industry. I’m sure that’s not entirely fair, though. Other people were influential.

I am very inspired by Puzzmo, just from a messaging perspective. They’ve created a very human product. I can do their puzzle and then read why they wrote it or made the puzzle in a particular way.

The crossword world is also very serious. I’m starting to meet the big players and learn their names. Boswords is a Boston-specific tournament, and I’ve been talking to John Lieb and going to the events. It’s been really great to see the kinds of puzzles people are making and how interesting they are.

I do look at our product and think it could use a personal touch. I love that John Lieb edits our Mini Crossword. That personal touch, I’d love to bring more of that. That’s tough with Sudoku and Word Flower, but the jigsaw, for example, is very special to the Globe. Our Sunday crossword is unique. It’s local and created by crossword celebrities. Solvers know that it’s made by people who care. That we made this because we want to provide something bespoke for our subscribers.

How’s your experience been with Amuse Labs?

It’s been great. There is something to be said for not having to build a bunch of things from scratch. The complexity of the backend and the archive and the dashboard and the analytics, – it would take us so long to make anything like that, and frankly we didn’t have the expertise in-house. Amuse Labs has already figured that out, so when I want to experiment, change something in the sudoku, or make an interesting crossword, all of the technical work is done. It’s just about playing with the tools I’ve been given. That’s amazing.

“There is something to be said for not having to build a bunch of things from scratch. The complexity of the backend and the archive and the dashboard and the analytics, – it would take us so long to make anything like that.”

All of the papers that take this seriously are using Amuse Labs. Their crossword is the industry standard – it’s the best one you can get. It’s nice to feel confident that we have that, that we’re competing with the other big players in this space.

How you can create an ad-supported product for crosswords, sudoku and other puzzles

A laptop showing a PuzzleMe crossword being monetized with a video pre roll add and display ads

Introduction

Digital transformation has changed the way readers access and interact with your publication. Readers no longer expect you to just replicate your print content online. Publications should focus on creating digital native content, with capabilities and experiences suited to the digital medium. Immersive, in-depth experiences can be effectively monetized with advertising, which remains the easiest and most popular choice for publications to monetize their content online.

In this article, we explain how publishers can benefit from creating an ad-supported puzzle product, the different monetization strategies they can use, and the key points they need to consider while creating such a product.

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Why use crossword, sudoku, word search and other puzzles for your games product

High engagement

As experienced editors know, games like crosswords, sudoku and word search  deliver high quality user engagement. An average reader might spend anywhere from ten to twenty minutes on a typical 15×15 crossword puzzle. A difficult Sudoku puzzle might even take an hour! Such puzzles are extremely valuable for creating loyalty and habit. They can be published daily, which means there are a lot of users who return to solve them each day.

Crosswords and sudokus tend to form a premium audience – educated, sometimes older and often more influential, with higher purchasing power. These audiences are highly sought after by advertisers.

Puzzles curated for your brand

As is well known from the. print world, content that is tailored for your audience and reflects your brand ethos tends to generate higher engagement from your readers compared to generic content. Crossword puzzles and other word games allow you to infuse your publication’s content themes and topics into the puzzles themselves, creating an experience that matches your other content offering. You should also ensure that all your puzzle offerings reflect the unique tone, style and look and feel of your publication.

Synergy with Print

Many publications already have a rich tradition of printing crossword puzzles, sudokus and other word based games in their print editions. Sometimes these traditions date back to almost a century! Creating an online, playable version is a simple way to create a fuller, richer online experience that is in sync with the offline print experience. Many publications reuse the content for their print puzzles in their online puzzles as well. This not only provides a consistent experience between print and digital, but also reduces content costs.

An online games section can also help expand the touch points your publication has with its readers. It might not be feasible to carry a newspaper or a magazine everywhere, but almost everyone has a smartphone with them all the time. For example, solving a sudoku on a smartphone is more convenient than carrying a newspaper when commute on the subway or standing in the grocery line. Finally, you can enhance the puzzle solving experience with features that can be provided only online, such as checking/revealing a solution, or getting more help and context about the puzzle clues. People can also love that, with the online experience, they can check the answers the same day instead of waiting for them to appear in print on the next day.

Differentiator from generic arcade games

Some publishers create generic arcade based games sections (also called casual games) on their apps and websites. Such games often have no relation to what the publication has in their print section. For example, publications might offer games like Bubble Shooter or Match3.  These games tend to be generic and possess little to no design customization. While you can run a very large suite of games very easily, most publishers report that most of the engagement is with word and logic games (such as crossword, sudoku and word search) that are traditionally associated with publications.

A drawback of arcade-style casual games is also that they drive your readers to their own domain or apps. They control the content, the experience and the ad inventory. The publication gets a share of the revenues that these gaming arcade providers generate. However, a properly implemented puzzle solution can let you retain control over the ad inventory and revenue stream, on their own domain/app and achieve much better monetization through direct or programmatic ad sales.

Arcade-style games breed little loyalty because players can find these generic games on any gaming website or mobile app. Several publications have reported that, over time, reader engagement with such generic games stagnates and generates meagre returns. Publications will benefit from publishing games and puzzles that are truly aligned with their brand and content, instead of creating cookie-cutter replicas of gaming portals.

Support for publishers of all sizes

It is a myth that ad-based monetization can only work if you have a very large audience. While larger publications tend to use ad-based monetization models more often, smaller publishers can also effectively use these strategies. Hyper local advertising and custom banner ads tend to work well with publications tailored for a smaller geography, such as a city or a province. For niche industry based publications, industry vendors often commission sponsored puzzles to engage the small niche readership.

Types of monetization

There are various ways to monetize your puzzles section via advertisements. A few common examples are given below.

Programmatic banner ads

One or more banner ads can be placed around  the puzzle on the publication page itself. These can be static, but they can also be rotated every 30 seconds to 1 minute. In a typical 20 minute crossword solving session, a puzzle page with 2 banner ads rotating every 30 seconds could garner over 80 ad impressions! Thus, this model works well for both CPM (cost per thousand impressions) and CPC (cost per click)  implementations.

For a reference implementation, check out the Los Angeles Times’ crossword puzzle page.

Video Preroll Ads

A short video ad, between 15 to 30 seconds can be run before the puzzles are shown to the readers. Since a typical reader spends several minutes on a single puzzle, they are generally are willing to watch a complete video ad to access the puzzle. Thus most users tend to complete video pre roll ads before puzzles (compared to a similar pre-roll before a news article). However, you must be careful that the ads do not disrupt the puzzle playing experience.

For a reference implementation, check out the Los Angeles Times’ crossword puzzle page.

Sponsored content on a per puzzle basis

This method is commonly used by niche publications, as well as large publications promoting a brand. Here, some of the puzzle content is oriented towards promoting the sponsor, while still ensuring users get a quality solving experience. Such puzzles are often used by TV Shows, Apps and local events to promote their offerings.

For a reference, check out a sponsored puzzle on the Netflix TV series “The Chair”, which appeared in the Los Angeles Times.

Sponsored puzzles section

Another approach is get a brand to sponsor the entire puzzles section on an ongoing basis, without the need to create advertiser-oriented puzzles everyday. The sponsor gets a prominent mention on the puzzle page, and potentially other articles in the publication that refer to the puzzles. This approach can work well for both small and large publishers. Advertisers in the travel/leisure and healthcare industries in particular are likely to sponsor a puzzles section in your publication, since they want to target the puzzlers demographic.

Non programmatic banner ads

Finally, you can also create custom banner advertisements on the puzzle page, instead of using banner ads from an ad network. This gives you tight control over the ad experience, as well as minimizes any potential loss of revenue to ad blockers.

At Amuse Labs, we work with a wide range of publishers and help them implement a variety of monetization strategies. We can also help in estimating the revenue you can potentially generate via your puzzles. Please get in touch with us to learn more.

Things to keep in mind while choosing a solution provider

Control over ad inventory

You need to be in control of what advertisements your readers see. Ideally, the puzzle player itself must not be bundled together with advertisements. You should control and run advertisements separately from the puzzle player. An iframe based solution allows you to do this.

For video ads, the solution must work with your ad servers, instead of serving their own inventory. You should use a solution that works with industry standard video ad mechanisms, such as VAST tag based pre roll ad delivery.

Full support for mobile

A majority of your audience will typically access your site on mobile devices. Any solution you choose must be available across smartphones, tablets and desktops. It should also offer a quick and easy way to integrate with your mobile apps. It should also offer a smooth advertising experience on mobile devices where sticky banners or ad slots do not come in the way of the playing experience.

Content optimized for your audience

A key part of creating your own ad based puzzles section is maintaining control over the content. Many solution providers offer their own crossword puzzle content – you can ask them how easy it is insert your preferred content into their platform. The solution should also work with a wide variety of puzzle formats (XML, PUZ, JPZ are some of the standard ones), and be capable of working with content syndicates too. Further, puzzle creation and editing tools must be a part of the solution since you may need to approve, edit or reschedule puzzles for publication.

If your readers have a unique preference for their puzzles, the solution must accommodate them too. For example. El Pais,  a leading Spanish newspaper runs a digital crossword puzzle product, which uses the Spanish style of “chess numbers” in their crosswords.

Owning the User Experience

The puzzles should ideally be hosted and delivered on your own domain, as part of your website or app. The solution provider should not drive your readers to its own portal, since that disrupts the user experience. An iframe based solution is the best  choice for you to create a controlled, consistent user experience, on your own website, mobile website or in native mobile apps.

Look and Feel

Just as the puzzle content should not be generic, the design elements of the puzzle player should be aligned with your brand guidelines too. Instead of choosing a generic crossword player solution, you need to choose a solution that allows you to create a bespoke design and style for your puzzles.

Data driven approach

Data driven decision making is vital for running an ad based puzzles section. The puzzle solution provider must provide detailed analytics to help you understand the specifics of how your audience is engaging with the puzzles. For example, it is useful to understand metrics such as: What is the puzzle completion rate? How does this vary across device type? How many people print the puzzle? And so on. This helps you tune and improve your puzzle offerings.

Network effects

Once you have built the games section, the more users you can drive to it, the more you benefit. A good puzzle solution needs to have built in network effects to drive traffic, such as  social and native sharing options. A collaborative puzzle solving feature can also effectively increase your user base because ads can be served to multiple people playing the same puzzle.

Conclusion

In the publication world, crosswords and puzzles have excellent quality of target audience, average time spent, ease of distribution and longevity of content. This makes them the perfect product to drive advertisement-based revenue for your publication. A well-implemented puzzles product incurs very modest costs and can add significantly to your bottom line.

PuzzleMe, Amuse Labs’ flagship puzzle platform, provides an iframe based puzzle solution, with support for deep design customizations, built in Play Together mode, a comprehensive analytics suite, VAST ad tag compatibility and full support for mobile devices. Get in touch with us to explore how we can help you build your own ad supported puzzles product.